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Ωmega
11-10-2013, 09:56 PM
Have an idea but arent sure if others would be interested? Or if you need help developing that idea further? Looking for a Co-Mod? Then post about it here.

You can also discuss ideas for current running RPs if you feel the game has become 'stuck' or uninteresting.

This will be a great tool for others to get feedback from their fellow players to help the RPs and their game creators =]

Princess Lemon
11-10-2013, 10:11 PM
Oh man, this thread is a godsend!

I gave a premise in another thread but I can give it here again:

So far the premise is roughly a country that was once ruled by an emperor has now boiled down to various city states trying to reclaim the title themselves since the Emperor disappeared and had no heir and the council has no idea what to do.

I was thinking of giving another adventure to it, like the old castle where the Emperor was has turned to ruin and rumors of hidden treasure lay in for anyone skilled enough to plunge into it. This way it can go into a group of people adventuring into ruins or end up in total war. Any outcome.

Anyone interested in a setting like that? Any suggestions?

Tetsanosuke
11-10-2013, 11:42 PM
Oh man, this thread is a godsend!

I gave a premise in another thread but I can give it here again:

So far the premise is roughly a country that was once ruled by an emperor has now boiled down to various city states trying to reclaim the title themselves since the Emperor disappeared and had no heir and the council has no idea what to do.

I was thinking of giving another adventure to it, like the old castle where the Emperor was has turned to ruin and rumors of hidden treasure lay in for anyone skilled enough to plunge into it. This way it can go into a group of people adventuring into ruins or end up in total war. Any outcome.

Anyone interested in a setting like that? Any suggestions?

As in the other thread, my interest is piqued.

I noticed in the Bard Academy people had to write in OOC to find character interaction (which in all my years Role-playing online, albeit my most recent haven't been deep into forum RP, seems uncanny). I would suggest that Princess Lemon's idea incorporate an element that brings the characters together in some way, at least to notice each other, and then go from there.

Experienced tabletop game fans might muse at the 'tavern scene' idea, which is a generic situation that pulls characters in a story together. Too many people scattered in distant places can create a sinkhole for character interaction, and that can sometimes lead the characters' parts of the story feel hanging on the edge.

It's not a hard and fast rule, and such an implementation is not always necessary. I've been in numerous RPs and they managed for the most part to find solidity in some part of the core of the story. It's these natural sorts of gravitational pulls in co-writing that I find myself fond of, but it doesn't always happen.

I guess it might be fair to say that, in a RP, no author is a rock. There will be generic 'loner' characters and sometimes people slip through the cracks. The hope remains that these characters have enough of a setting to meaningfully contribute to the story as a whole. As well as enough ink in their pens, if you catch the metaphor.

What am I getting at with all this rambling? A little bit of pre-game set-up is never a bad thing. It's fun to just make characters and see what happens, but when we find ourselves having trouble gravitating towards a continuous and consistent story; people get lost. It would be nice if we could play through and bring a story to a finish more often.

Now that this tangent is over, I wonder if folks would be interested in a deeply (reasonably) developed background setting, with a core list of generally set races and types of phenomenon in and around the world?

Ranshiin
11-11-2013, 06:23 PM
Those ideas would sound interesting, but it depends on the sorts of characters/races that could take part. Since I'm weird, and only RP one character these days (... who is a dragon. Sue me. >_>).

If I were to take part in Lemon's suggestion, for example, my character would probably be in it 'just for the hell of it'. Like, he's just interested in the rumoured treasure, or he's some sort of hired hand/mercenary paid to help one side of the civil struggle. -shrug.-



I do also agree with what Tetsanosuke said. Most RPs I've done have usually had the main characters 'meet' in some chance place, such as a tavern where they've all gone with the same interests, talk over beers and decide to band up. Possibly slightly cliche but it works as a means to introduce each character to one another and to provide a basis on how the whole thing progresses from.

( Tetsanosuke may know me better as Mac, btw ... we used to RP in the Chat way back in the era that people RP'd in the Chat. )


That said, if there's any sort of adventure-based RP of some variety where my character might be able to fit in - whether magic is involved or not, supernatural/paranormal things or not, etc. - I would be more than happy to try to join in. ((Obviously this goes without saying that thus far no currently-running RPs have my interest or a setting my character fits in; I know sunnyside once discussed a potential RP setting with me and a few others due to an argument in Misc over furries, but nothing ever came of that O_o))

Princess Lemon
11-11-2013, 08:39 PM
Originally I was thinking of classic D&D races (Elf, Dwarf, Human, Gnome, etc) but expand and allow other things and potentially any race the player wants to create or incorporate into the game. So I wouldn't see the issue of a dragon being in it?

When you say Dragon do you mean full sized LARGE DRAGON, or a dragon in a humanoid shape? Either way I'm sure I could fit a dragon in.

I was also thinking of another RP idea, kind of like a tweaked version of what I have now, but more neo-medieval. So typical Final Fantasy stuff, in the future with MAGIC and melee weapons are still popular (something to make Tetsanosuke happy, ENERGY BLADES) while guns are still in existence (GUNBLADES)

My drive back today just gave me a surge of inspiration so I'm all over the place now derp derp derp

sunnyside
11-11-2013, 10:56 PM
What am I getting at with all this rambling? A little bit of pre-game set-up is never a bad thing.

Actually Luzifer's recent game incorporated that, and it seemed to generate a lot of excitement in the sign in and OOC threads as well as probably a fair bit of PMing. Of course the game itself went down in flames almost immediately. But it shows the potential here for that sort of approach.

That said while I quite enjoy the diversity of interesting individuals here on AF, they are a wildly unreliable bunch. What I mean is that if you have a group of people with combined backstories and plot elements such that all of them need to be present and active to advance the game...than you're game is probably going to die fast (possibly before it even starts as you might lose a player partway through the development process).



Now that this tangent is over, I wonder if folks would be interested in a deeply (reasonably) developed background setting, with a core list of generally set races and types of phenomenon in and around the world?

Are you offering to run a game as well?


Originally I was thinking of classic D&D races (Elf, Dwarf, Human, Gnome, etc) but expand and allow other things and potentially any race the player wants to create or incorporate into the game. So I wouldn't see the issue of a dragon being in it?

When you say Dragon do you mean full sized LARGE DRAGON, or a dragon in a humanoid shape? Either way I'm sure I could fit a dragon in.

I was also thinking of another RP idea, kind of like a tweaked version of what I have now, but more neo-medieval. So typical Final Fantasy stuff, in the future with MAGIC and melee weapons are still popular (something to make Tetsanosuke happy, ENERGY BLADES) while guns are still in existence (GUNBLADES)

My drive back today just gave me a surge of inspiration so I'm all over the place now derp derp derp

I'm tempted to once again throw out a list of game ideas of my own to run after Nightmarchers. That said, the last time I did that they picked Nightmarchers, and while I've enjoyed the game I'm not sure it was actually such a good fit for the forum.

What I'm saying is that very broad setting information may not be that informative (though I guess it might indicate how many sign ups you'd get which I suppose is important).

I'd suggest picking something that you think you'll enjoy GMing. A lot of games die by GM abandonment, so think about the sort of things that might be going on that could make you want to log in every day and read mounds of our writing. :P

I'd also suggest not putting all your energy into world building. Actually I find world building rather fun, and I suspect you do as well. What needs some energy is thinking over what people will be doing post by post. Remember this isn't quite the typical tabletop crowd and even if they were you can't exactly roll out a battlemat here. So far I've found they usually don't take well to tabletopish encounters. Of course your experience could differ, and I've only run two games here so as always take my advice with a grain of salt .

Princess Lemon
11-12-2013, 12:30 AM
That said while I quite enjoy the diversity of interesting individuals here on AF, they are a wildly unreliable bunch. What I mean is that if you have a group of people with combined backstories and plot elements such that all of them need to be present and active to advance the game...than you're game is probably going to die fast (possibly before it even starts as you might lose a player partway through the development process).

A bit of pre-game planning seemed to work out, even with a few losses halfway through. People seemed to push, but you do have a solid point. As we seen, without everyone there it can take a hard hit (I also think us not knowing how it was going to be ran gave a little blow to it as well).

I think a set up of making players at least in the same location would be good. Such as everyone being in some major city. This way people can do their own little thing, but within the vicinity of another player. But maybe that's assuming/hoping for too much? It looked, from what I've seen, after a bit some people started looking for interaction (even if it was in OOC threads).



Are you offering to run a game as well?

Actually before I left MI for CA, Tetsano here was telling me of how he'd (if he had the time I believe)been thinking of running an RP based of nWoD Geist: Sin-eaters. I think the premise of that would be catching to people here. I don't know how he'd run it, but I know I'd sure as butts join up for that (not quickly as I would Mage or Vampire though).

So Tetsanosuke maybe if you get the time you can work on the RP? Up to you tho. I know you got your D&D campaign going, unless Josh gets his to replace yours. Reminds me, I need to skype call in one of these days [hope you guys don't mind if my gf is along for the ride]

BUT I DON'T MEAN TO MAKE THIS TOO PERSONAL, my bad!




I'm tempted to once again throw out a list of game ideas of my own to run after Nightmarchers. That said, the last time I did that they picked Nightmarchers, and while I've enjoyed the game I'm not sure it was actually such a good fit for the forum.

Didn't you mention of running a cyberpunk RP of your own? Or at least mentioned tempted to? If so, that'd be really cool. However I'm biased since I love cyberpunk and the cyberpunk RP did die out.

Otherwise a list may be a cool idea.



I'd also suggest not putting all your energy into world building. Actually I find world building rather fun, and I suspect you do as well. What needs some energy is thinking over what people will be doing post by post. Remember this isn't quite the typical tabletop crowd and even if they were you can't exactly roll out a battlemat here. So far I've found they usually don't take well to tabletopish encounters. Of course your experience could differ, and I've only run two games here so as always take my advice with a grain of salt .

Oh man, I LOVE world building and will admit I have the flaw of putting too much into it.

And I really shouldn't look at this as a means of doing a tabletop game, since as you pointed out not everyone is the type for that. I was thinking of some events mid RP like, let us say that events lead to a giant creature attacking a city of something; I would RP out that creature as people around the area fought it. Just to provide a challenge, but I was worried how that would go out. People may not be into that.


It'd be also cool if others could provide input of what they want?

I saw Sinon make mention of a demon RP, which honestly fits to a character I wrote up perfectly and that'd be nifty to do depending.

I don't want to rush working on an RP, but man getting another one out sure would be swell.

Tetsanosuke
11-12-2013, 02:20 AM
Those ideas would sound interesting, but it depends on the sorts of characters/races that could take part. Since I'm weird, and only RP one character these days (... who is a dragon. Sue me. >_>).

If I were to take part in Lemon's suggestion, for example, my character would probably be in it 'just for the hell of it'. Like, he's just interested in the rumoured treasure, or he's some sort of hired hand/mercenary paid to help one side of the civil struggle. -shrug.-

I do also agree with what Tetsanosuke said. Most RPs I've done have usually had the main characters 'meet' in some chance place, such as a tavern where they've all gone with the same interests, talk over beers and decide to band up. Possibly slightly cliche but it works as a means to introduce each character to one another and to provide a basis on how the whole thing progresses from.

( Tetsanosuke may know me better as Mac, btw ... we used to RP in the Chat way back in the era that people RP'd in the Chat. )


I don't think I've ever read a post by you in the forum, through all of these years. I'm pleasantly surprised this thread piqued your interest.



I was also thinking of another RP idea, kind of like a tweaked version of what I have now, but more neo-medieval. So typical Final Fantasy stuff, in the future with MAGIC and melee weapons are still popular (something to make Tetsanosuke happy, ENERGY BLADES) while guns are still in existence (GUNBLADES)


Maaaan you know how much I love GUNblades and ENERGYblades. Those were things my old Endless Ocean RP world had. Even with all of its detail it didn't manage to lift off for long. Maybe one day I'll re-write it again. Maybe.


Actually Luzifer's recent game incorporated that, and it seemed to generate a lot of excitement in the sign in and OOC threads as well as probably a fair bit of PMing. Of course the game itself went down in flames almost immediately. But it shows the potential here for that sort of approach.

I'm with Princess on that note. Luzzy threw us a bit of a curve-ball, and when things started dying down, it seems like he might've gotten bogged down by school (as far as I remember him mentioning more recently). But boy did that game catch flame quick, and so did my inspiration. It seems like some of our brightest flames wink out the quickest.



That said while I quite enjoy the diversity of interesting individuals here on AF, they are a wildly unreliable bunch. What I mean is that if you have a group of people with combined backstories and plot elements such that all of them need to be present and active to advance the game...than you're game is probably going to die fast (possibly before it even starts as you might lose a player partway through the development process).

Hmm. Then it might be frugal to not depend on combining the back-stories as much as setting up a sort of environment conducive to bringing the story together. How to approach that, I'm sure, will take some thought.


Are you offering to run a game as well?

Before Princess hit up California I was thinking about creating a game using the fluff from the World of Darkness game "Geist: The Sineaters". I was debating if I wanted to try a more Gm to Player system with simplified stats and dice mechanics for events, but it might be too slow and sluggish here. You have a valid point about our environment. It doesn't help that school and work is a factor. Oh, to get older!

Since the aforementioned time however, I have been running an actual table of it at my previous community college every week. The group there are more accustomed to games like DnD or Pathfinder or GURPS, and this will be my second attempt at Storytelling an nWoD game there (first being Vampire The Requiem). It's turning out a fair bit better than my try with vampire, probably because the group finds the games' concepts much more interesting (and this helps me keep in my comfort zone).

Perhaps we need to find a way to appeal to our community in a deeper sense, or maybe it's the depth that's the problem? I wouldn't advocate the latter, but eh.



I'd suggest picking something that you think you'll enjoy GMing. A lot of games die by GM abandonment, so think about the sort of things that might be going on that could make you want to log in every day and read mounds of our writing. :P

A very fine point to make, as I've speculated earlier, part of the reason the cyberpunk game died was probably Luzzy's schedule.


I'd also suggest not putting all your energy into world building. Actually I find world building rather fun, and I suspect you do as well. What needs some energy is thinking over what people will be doing post by post. Remember this isn't quite the typical tabletop crowd and even if they were you can't exactly roll out a battlemat here. So far I've found they usually don't take well to tabletopish encounters. Of course your experience could differ, and I've only run two games here so as always take my advice with a grain of salt .

You're right, the community here isn't necessarily table-top inclined. I've been on here and roleplaying here back before I even started playing DnD, or any table top game. I think maybe my expectations are a bit clouded over by that experience, and being nostalgic doesn't help (this community has been in my life since my teen years, so there is no shortage memories and experiences revolving around it) .


A bit of pre-game planning seemed to work out, even with a few losses halfway through. People seemed to push, but you do have a solid point. As we seen, without everyone there it can take a hard hit (I also think us not knowing how it was going to be ran gave a little blow to it as well).

Terra firma broton-torpedoe.



I think a set up of making players at least in the same location would be good. Such as everyone being in some major city. This way people can do their own little thing, but within the vicinity of another player. But maybe that's assuming/hoping for too much? It looked, from what I've seen, after a bit some people started looking for interaction (even if it was in OOC threads).

I've always pondered other uses for the OOC threads, as there seems to be plenty potential for it.

But having every character start in the same place is a good start for the game (perhaps most games), I feel.



Actually before I left MI for CA, Tetsano here was telling me of how he'd (if he had the time I believe)been thinking of running an RP based of nWoD Geist: Sin-eaters. I think the premise of that would be catching to people here. I don't know how he'd run it, but I know I'd sure as butts join up for that (not quickly as I would Mage or Vampire though).

Yeah, as I described earlier in my post, the idea was there. I still think that making a Geist game on here, and running it somewhat beside my current game could be a fun idea. The PCs on here could make another krewe, or make for interesting NPCS for the PCs at the college. Perhaps vice-versa.

But other World of Darkness games are not out of the question. Can't forget, we basically missed out on any chance of experiencing "Changeling: The Lost" during this autumn season. If I do end up finding enough energy, and perhaps time, I might slip into on of those games as a background idea for one here.


So @Tetsanosuke (http://www.animeforum.com/member.php?u=43788) maybe if you get the time you can work on the RP? Up to you tho. I know you got your D&D campaign going, unless Josh gets his to replace yours. Reminds me, I need to skype call in one of these days [hope you guys don't mind if my gf is along for the ride]

To be honest, the Lunaria game has almost come to a drop, as our Noah has been absent, and half the party contains basically new characters. Not to mention that Noah almost the driving force that would allow the party a fair chance at destroying the Undead Citidel.

I have a game based off of the world of Dishonored started, but the interest in tenuous at best, if anything we are hoping Elli gets time off so we can immerse ourselves in his game again. Y'know, I've been DMing and STing so long I almost can't pass up the chance to play as a character.

However, this is not outright dissuading me from starting a game here or trying to keep up with games I find 'clicking' to come. I just need to ponder on the ideas, and get some feedback on interest.


]
Otherwise a list may be a cool idea.

I'll second that thought.


Oh man, I LOVE world building and will admit I have the flaw of putting too much into it.

Recently my flaw is relying too much on improvisation. For whatever reason it is becoming harder and harder for me to write big things down.


It'd be also cool if others could provide input of what they want?

You know me man. I love it when things come together. When they take full circle and remain relevant even later in a game. If anything it's the web of intrigue that even the most gruesome adventures can spin, or perhaps the most careful and precise. As long as it's in good taste, I can get into Fantasy Medieval and it's Neo counterpart.

Ranshiin
11-12-2013, 04:41 AM
Originally I was thinking of classic D&D races (Elf, Dwarf, Human, Gnome, etc) but expand and allow other things and potentially any race the player wants to create or incorporate into the game. So I wouldn't see the issue of a dragon being in it?

When you say Dragon do you mean full sized LARGE DRAGON, or a dragon in a humanoid shape? Either way I'm sure I could fit a dragon in.

I was also thinking of another RP idea, kind of like a tweaked version of what I have now, but more neo-medieval. So typical Final Fantasy stuff, in the future with MAGIC and melee weapons are still popular (something to make Tetsanosuke happy, ENERGY BLADES) while guns are still in existence (GUNBLADES)

My drive back today just gave me a surge of inspiration so I'm all over the place now derp derp derp

This guy. (http://dragonsinn.tk/u/5281fb55a8314.jpg) He's about seven foot tall.


Still, so long as the setting and 'world' is one that's interesting enough to me and one that I can make him fit into, I'm not really too fussed about what happens.

If you want my honest opinion, my character's development comes from an RP I've been doing with a friend on another forum for the last four/five years; The world's a sort of mix of middle-ages/slight steampunk with some small modern things such as electricity ... think anime such as Rune Soldier Louie or Slayers, or maybe even FMA, that have 'basic' but yet relatively modern-looking worlds that have a fair reliance on magic and supernatural happenings. A good example being the world doesn't have cars or computers, people travel by foot or horseback, and there are a lot of wild monsters on the paths between towns and cities.

The plot in that RP started off as that my character was saved by hers and as a result had to accompany her on her travels to repay her, but over the time we developed more ideas for plots and now the two are essentially in big trouble with the criminal underworld, who want my character dead and my friend's character captured in order to take control of her magic powers.


I decided to spoiler that in case you didn't want to read it, but if anybody gets interested in that world I can explain it more. Same with my character. I usually find it quite fun to just discuss things like potential geography and lore in an RP world, as those sorts of things make it more immersive and realistic.


Anyways, all that said you don't necessarily have to precisely cater the world to fit mine or Tetsanosuke's characters, I'm more than happy to modify my character to fit into the world if there are different things there. Just so long as it's a world and plot that interests me and that he can fit into, I'll be happy, so go wild with what you can think of if you want to.

Though both the previously-mentioned idea and the neo-medieval world would work good. =)



I don't think I've ever read a post by you in the forum, through all of these years. I'm pleasantly surprised this thread piqued your interest.

...

You know me man. I love it when things come together. When they take full circle and remain relevant even later in a game. If anything it's the web of intrigue that even the most gruesome adventures can spin, or perhaps the most careful and precise. As long as it's in good taste, I can get into Fantasy Medieval and it's Neo counterpart.I don't really post a lot, I tend to just stick to moderating my forums these days since most of my other time is spent either playing Borderlands 2, streaming me playing Borderlands 2 (/plug) or RPing with friends. And, as I said, none of the ongoing RPs here ever took my interest. I think out of all the years I've been here I've only ever taken interest in two RPs and taken part in one, and that one died out about halfway through when the OP became too busy with school/work and couldn't continue to develop the plot.


That said, I knew you'd recognise my name from the chatroom. Yes, once upon a time I wasn't a mod. How times change. ;)



Anywho, I quoted the last thing you said because it interested me, even if I didn't understand all of it. It just made me think of consistency in an RP world, which I'm a bit of a stickler for provided I can remember it. Like, something happens early in an RP like a town being wrecked, and then much further along the RP you might go back to that same town and see it's been repaired, or possibly still in the midst of being fixed with buildings still being rebuilt, maybe someone important died. Or maybe the town was abandoned and you go back to find it empty and torn-down, maybe bandits or wild animals have moved in on it because everyone else fled.

Things like that are a basic sense of action and consequence. It helps to tie into the immersion of the world when things you do have an impact on the world that you can see months or possibly years into the story. :D Or that's how I feel, anyway. Maybe you were talking about something else entirely, but it's what came to mind for me. None of that god-modding 'everything is perfect' BS that used to happen in 2006/2007/2008. Hell, even my character has some very in-grown and deliberate weaknesses.

sunnyside
11-12-2013, 11:21 AM
Rather a lot more that I have time to comment on, but interesting stuff from Tetsanosuke, Princess Lemon, and Ranshiin


Otherwise a list may be a cool idea.

I suppose I already have something like that. These are the games I'm most confident in and in most cases have put the most world building (and the even more important game design/logistics efforts!) into. There are more that I'd like to run, but I worry they wouldn't actually fly here. I'll divide them into catagories.

Shorts- these games are meant to run for only maybe six months and could complete in less than 2000 posts. The idea is that the short timeframe might entice players to stick around and actually complete the game as opposed to drifting off. It also forces my GMing to be "tighter" in order to facilitate meeting that sort of a timescale. These might work better here.

Inferno- This is a cyberpunk game set in the not-too distant future in a somewhat fictionalized version of Japan. There is no magic nor different races. But the internet is wireless and everywhere and people can swap out their bodies and most of their brains for cyberized versions. There would be two types of characters "plot" characters are intended to be prominent individuals. Rock stars, idols, writers, and so on. But they are each ensnared by blackmail, though each has a different individual doing this to them. Forced to take them out to social occasions and pay them money. The other type of characters are "assets." These characters have a verity of skills useful towards assisting the "plot" characters with their problems. Assets and plot characters could have a backstory link, alternatively there is a nightclub, Dante's Inferno, that is relevant to the plot and can serve as a setting to connect individuals. First there is the blackmail issue to deal with, and the plot develops from there, though obviously on a tighter timeline.


High School at the End of time- The present age is coming to an end and another will be born from it. But what is the place and what is the force that will guide the coming cataclysm and creation? A bunch of fights to the death in mortal combat? A worldwide war over a holy artifact? No. The force is love, the place is an otherwise unassuming high school, and, while some know the truth, at the moment neither the students nor the human seeming supernatural denizens drawn to the place have any idea that anything more is at stake than having a fun Friday night. This is a slice of life game with a twist. I think it would work well on AF and has the GM advantage that I don't have to get players to make it through certain milestones to wrap the game up. The ending can, if necessary, come out of nowhere at the appropriate time.

Cultural exchange game- This is a recent idea, and would require me to recruit a series of co-GMs. This game leverages the diversity we have here on Anime forum. Players would take the role of college students in an international program sending them around the world. The Co-GMs would then be people who are from a certain location, and would be able to provide the flavor of the place. Antics and crazy hypothetic situations ensue, hopefully alongside pics of people and locations of the place. I like the idea of maybe actually learning something, players and co-GMs could trade places, and nobody would have to be a co-GM for too long.



"Long" games (They aren't supposed to be what I would have considered "long" but rather would be expected to have similar post counts to my last two games)

Seven Towers - This is a fantasy cultural mixing game where players have a lot of freedom to enjoy a more slice of life play style, a philosophical debate play style, a solve individual plot arcs style, or a "try to save the world" style. Actually swapping between those periodically might work best. The setting is a magic heavy post-apocalyptic world. , where Magics of Mass Destruction effectively eliminated most nations leaving some survivor groups. Over time these cultures grew, splintered off, and continued expanding. Now they are starting to bump up against each other and conflict is growing, there has already been another "world war" without the use of the incredibly destructive sorts of magics. However after those bitter battles ancient banned rituals are being researched again, and the world is marching towards a second apocalypse. However some individuals have created a magic college with the idea of bringing youth from the different conflicting cultures together in the hopes they might cause change in their own cultures. However the problems are complex and aren't going to be solved by finding a bad guy and stabbing them in the face. Players would be from one of seven cultures; however they would be given considerable freedom in defining their subculture variant on the theme and would be expected to have come from different city states and survivor clusters. Of all the games here this one has the most "world building" behind it and there might be a lot of text to read to sign up. However I've actually be impressed with players being willing to go through stuff in other sign in threads.

Magic Mixer sequel - While I think the Magic Mixer format worked very well here on AF, and you can take a look at the sign in and original thread to get some idea of what it might be like, I don't know how many originals are around, and being a sequel to a game that they didn't participate in might turn off the new players that would be needed.


Blended community games - These games contain the idea of blending together different online communities that I have interacted with to varying degrees. The logistics of actually making this happen may make them impractical, but I find the idea highly interesting.

Green Brass- This is a blending with the Trekkie community. The idea being that after the Dominion war a lot of the experienced Starfleet officers lost a great deal of the idealism and restrictions of the Federation. Turning to banned practices and equipment to survive and losing some faith in the way the Federation does things. As a result they've been demoted and more recent graduates have been given temporary promotions so they can lead ships. AF type people would generally take the position of these recent graduates. You'd take roles like Captain, Executive Officer, or "Chief" spots. I'm aware you aren't experts on all things Trek, but the people you're commanding would be Trekkies and they'd be competent in those regards. I think that would create an interesting dynamic.

Nav'hai - Blending with the James Cameron's Avatar community. Being Na'vi wonks they would take the part of the natives, whereas everyone else would take the part of the Nav'hai, a new wave of "people" sent from earth, but with their minds currently occupying genetic creations that look like a combination of a Na'vi, a human, and an Orc (though plastic surgery is an option to pretty individuals up). Could the Na'vi sell the newcomers on their way of life?

Shadowrun: New Blood - Shadowrun is a popular tabletop RPG set in a near future dystopian world of high tech and low life where magic has returned and exists alongside the ever-present digital matrix and cyber ware implants. I envision two groups. One would be a more typical SR team doing more typical SR missions for Nuyen. The other group would be college kids in a university set out in the desolate Redmond Barrens of Seattle due to how cheap the land is out there. A huge wall separating the university kids from the denizens living in crushing poverty outside. The idea would be to create backstory links between the kids and the runners and play with themes related to that.

Ranshiin
11-12-2013, 12:03 PM
I think due to my lack of interest in Star Trek, Avatar and having no idea what Shadowrun is, I would probably struggle with those. And, not to be a killjoy, but I don't see myself creating a 'new' character for this, but just changing the backstory/abilities of the one main I have.


Still, those ideas are interesting to read. I'm gonna sit and wait to see what everyone else interested thinks of them or if Lemon or Tetsanosuke have any other ideas they thought up during the day.

Princess Lemon
11-12-2013, 01:17 PM
Maaaan you know how much I love GUNblades and ENERGYblades. Those were things my old Endless Ocean RP world had. Even with all of its detail it didn't manage to lift off for long. Maybe one day I'll re-write it again. Maybe.


I know you LOVE EM, and I dig em too. They're really fun in an RP universe. Otherwise you should definitely give Endless Ocean a reboot. You may not be able to get super specific like you did on the other forum, but you can let other peoples imagination take off since you don't have to design weapons fit for a tabletop game.



To be honest, the Lunaria game has almost come to a drop, as our Noah has been absent, and half the party contains basically new characters. Not to mention that Noah almost the driving force that would allow the party a fair chance at destroying the Undead Citidel.


However, this is not outright dissuading me from starting a game here or trying to keep up with games I find 'clicking' to come. I just need to ponder on the ideas, and get some feedback on interest.

Ah, from what Josh told me, things are starting to really slow down. And right, we had that big Undead Citadel threatening the world. We let that thing sit for far too long. Oh well, we made it far in that game (I even got to Level 19, granted that was due to it being my last day but being able to be a 19th level Wizard hurf hurf).


However, maybe you should take a break from DMing/STing on Saturday? Assuming anyone has other things they can do. You may have to bite through it, but even let John DM if he has time? This gives you a break and can character up.

I ALSO MAY OR MAY NOT BE SUGGESTING IF YOU HAVE THE ENERGY AND TIME, think of an RP here. I mean what? Not at all.

But in all honestly, I would love to see Endless Ocean come back again, or your Geist RP. Even if you have anything else in mind, I'm sure I'd dig it.



This guy. (http://dragonsinn.tk/u/5281fb55a8314.jpg) He's about seven foot tall.


Still, so long as the setting and 'world' is one that's interesting enough to me and one that I can make him fit into, I'm not really too fussed about what happens.


Anyways, all that said you don't necessarily have to precisely cater the world to fit mine or Tetsanosuke's characters, I'm more than happy to modify my character to fit into the world if there are different things there. Just so long as it's a world and plot that interests me and that he can fit into, I'll be happy, so go wild with what you can think of if you want to.

I read the spoiler, and that's pretty nifty. I won't aim to cater to peoples character, but I'm pretty sure the two ideas I've mentioned could easily home dragons like that. So I'll still bounce around with my idea, and hopefully you find it cool to join up with. If so, awesome!



You know me man. I love it when things come together. When they take full circle and remain relevant even later in a game. If anything it's the web of intrigue that even the most gruesome adventures can spin, or perhaps the most careful and precise. As long as it's in good taste, I can get into Fantasy Medieval and it's Neo counterpart.



Anywho, I quoted the last thing you said because it interested me, even if I didn't understand all of it. It just made me think of consistency in an RP world, which I'm a bit of a stickler for provided I can remember it. Like, something happens early in an RP like a town being wrecked, and then much further along the RP you might go back to that same town and see it's been repaired, or possibly still in the midst of being fixed with buildings still being rebuilt, maybe someone important died. Or maybe the town was abandoned and you go back to find it empty and torn-down, maybe bandits or wild animals have moved in on it because everyone else fled.

Things like that are a basic sense of action and consequence. It helps to tie into the immersion of the world when things you do have an impact on the world that you can see months or possibly years into the story. :D Or that's how I feel, anyway. Maybe you were talking about something else entirely, but it's what came to mind for me. None of that god-modding 'everything is perfect' BS that used to happen in 2006/2007/2008. Hell, even my character has some very in-grown and deliberate weaknesses.

I think that is what Tetsano here meant. If so, I enjoy it too. I really love the cause and effect. As your example stated, I would try to do things like that in any RP I run from now on. Sure the players are in a way the "main characters" but life goes on outside them. Things happen; people die, towns ruin, political wheels turn.

Even though I won't make my RP dice based or tabletop-esque for the players, I'm still considering on using dice rolls for behind the scenes. Such as roll some dice to see if certain things happen to certain cities. Or the actions of players cause a potential effect. Mainly to give life to the game, and as you pointed out, immerse people deeper into the RP. At least I would like to do that. When I went by my old account on here, the RPs I ran were pretty dry from what I remember and I did abandonment, but I haven't RP'd in so long or ran one that I just want to do this and go for as long as I can, within reason. Not to mention this move to CA has changed me a bit, for the better.


OTHERWISE sunnyside

I'm aware of Shadowrunner, and my friend plays it A LOT. Since I'm itchin' for a bit of cyberpunk, I would be cool with Shadowrunner or Inferno.

Otherwise I dig Seven Towers, also since the High School RP would mesh well here with AF, that'd be cool to do.

Honestly though, if you do any of those RPs, I'm sure I'd join up and will be able to find inspiration for a character.


Either tonight or tomorrow I'll work on my RP ideas a bit more and post what I have to see if anyone thinks they're cool or have suggestions. It will more than likely be tomorrow since I DO have a 10 hour school day today hurrrf.

Ranshiin
11-12-2013, 01:54 PM
I read the spoiler, and that's pretty nifty. I won't aim to cater to peoples character, but I'm pretty sure the two ideas I've mentioned could easily home dragons like that. So I'll still bounce around with my idea, and hopefully you find it cool to join up with. If so, awesome!

...

I think that is what Tetsano here meant. If so, I enjoy it too. I really love the cause and effect. As your example stated, I would try to do things like that in any RP I run from now on. Sure the players are in a way the "main characters" but life goes on outside them. Things happen; people die, towns ruin, political wheels turn.

Even though I won't make my RP dice based or tabletop-esque for the players, I'm still considering on using dice rolls for behind the scenes. Such as roll some dice to see if certain things happen to certain cities. Or the actions of players cause a potential effect. Mainly to give life to the game, and as you pointed out, immerse people deeper into the RP. At least I would like to do that. When I went by my old account on here, the RPs I ran were pretty dry from what I remember and I did abandonment, but I haven't RP'd in so long or ran one that I just want to do this and go for as long as I can, within reason. Not to mention this move to CA has changed me a bit, for the better.

I wouldn't want you to cater specifically to him. He's from a very specific RP in and of itself so it would be both very limiting and also rather tiring; I'd be more than happy to alter him to suit any potential ideas you have (and I think the ideas you already mentioned would work). Even going as far as to remove his wings would be possible (in all honesty, he has a legitimate magic spell that does that) if it would help the situation. I think so long as it's a setting that interests me and allows for different races, then I can work with it. :)


Anyways, that said I'm glad to see that I apparently understood what Tetsanosuke said. It makes me has a warm and fuzzies =D but yeah, by all means go for the behind-the-scenes evolution of the world. It's something I do in my current RP (for example, my character's hometown is mentioned, and it was a well-looked-after and prosperous neutral-zone in the midst of a civil war, but I plan to revisit it in the near-future to demonstrate that due to events that happened previously the town's now almost completely derelict.)

I guess I just find it fun to see the RP world behave as if it were real. Even the NPCs I show have distinct personalities, even to the point they have their own accents, points of view and reactions to situations.

... Maybe I played too much Skyrim. <_>

sunnyside
11-12-2013, 03:32 PM
By the way in line with the underlying process of making a game work. What do you guys think of "short" (~ six months/2000 posts) vs "long" (year+ 4000+ post) games? Also I'm curious about how people access the forum. Actually that might be a decent poll to throw into misc. I think people may be increasingly visiting using their phones, which means they may be aware of posts quickly, be able to read often and a lot, but would have a relativley hard time typing anything up. IF we have a lot of phone usage, that might indicate trying to accomodate shorter posts or something.


I think due to my lack of interest in Star Trek, Avatar and having no idea what Shadowrun is, I would probably struggle with those. And, not to be a killjoy, but I don't see myself creating a 'new' character for this, but just changing the backstory/abilities of the one main I have.



Still, those ideas are interesting to read. I'm gonna sit and wait to see what everyone else interested thinks of them or if Lemon or Tetsanosuke have any other ideas they thought up during the day.

Well, your character fits one of the cultures in Seven Towers well enough I'd come hunting for you if I run that game.

And one of the concepts of Magic Mixer is that it's hard to create a character that DOESN'T fit.

In the cyberpunk games a character like that could exist as a transhuman. I.e. he'd have started out human, but have had his body transformed at no small expense into a cyborg that looks like a winged dragon. I'm not sure if that would hold a special interest to you or be unappealing.

Just as an FYI, there is actually a strong Furry subculture within the Trek Fandom. For one thing its one of very few series that actually features furries on TV or in theatres, particularily back in the 70s (I've heard that if you consider the looney toons and such as talking animals Star Trek put the first furry on TV). But it also creates an environment where its easy to add such characters. They're just another alien species. Unless actively driven out one would expect to see people wanting to play Caitain or Chakats in a Trek RPG and they have lots of fanfiction.

Tetsanosuke
11-12-2013, 10:30 PM
That said, I knew you'd recognise my name from the chatroom. Yes, once upon a time I wasn't a mod. How times change. ;)

Anywho, I quoted the last thing you said because it interested me, even if I didn't understand all of it. It just made me think of consistency in an RP world, which I'm a bit of a stickler for provided I can remember it. Like, something happens early in an RP like a town being wrecked, and then much further along the RP you might go back to that same town and see it's been repaired, or possibly still in the midst of being fixed with buildings still being rebuilt, maybe someone important died. Or maybe the town was abandoned and you go back to find it empty and torn-down, maybe bandits or wild animals have moved in on it because everyone else fled.

Things like that are a basic sense of action and consequence. It helps to tie into the immersion of the world when things you do have an impact on the world that you can see months or possibly years into the story. :D Or that's how I feel, anyway. Maybe you were talking about something else entirely, but it's what came to mind for me. None of that god-modding 'everything is perfect' BS that used to happen in 2006/2007/2008. Hell, even my character has some very in-grown and deliberate weaknesses.

That is definitely a part of it, so you and Princess aren't too far off. What I'm describing includes that but also how the seemingly separate plots within a story somehow connect in a way that can only be described as 'cohesive', and by this very notion; amazing. Such plots return in many ways, weaving into the present with strings from the past, tying it all together to create the seeming of a 'grand scheme'. Even if one isn't there.


By the way in line with the underlying process of making a game work. What do you guys think of "short" (~ six months/2000 posts) vs "long" (year+ 4000+ post) games? Also I'm curious about how people access the forum. Actually that might be a decent poll to throw into misc. I think people may be increasingly visiting using their phones, which means they may be aware of posts quickly, be able to read often and a lot, but would have a relativley hard time typing anything up. IF we have a lot of phone usage, that might indicate trying to accomodate shorter posts or something.


I never really thought about forum RPs so specifically as a post count or passage of time. The first Rp I've played through to an ending came to about 680 or so posts. The one after I think hit between 800-1000, and the third that finished hit around that rand too.

I look at AF through my Ipod usually, but prefer finding time on my computer to type things out. Call me awkward, but I'm a fan of detail when it comes to roleplaying. Posts with just two or three lines tend to peeve me, as I find such a format more appropriate for chat-room roleplaying.

I do admit considering these things is worth a try, however.


I know you LOVE EM, and I dig em too. They're really fun in an RP universe. Otherwise you should definitely give Endless Ocean a reboot. You may not be able to get super specific like you did on the other forum, but you can let other peoples imagination take off since you don't have to design weapons fit for a tabletop game.

I could. Consider it in the tumble-dryer, and perhaps it'll find its way into the drawer one day.



However, maybe you should take a break from DMing/STing on Saturday? Assuming anyone has other things they can do. You may have to bite through it, but even let John DM if he has time? This gives you a break and can character up.

Simply breaking from it is difficult in our situation. We can discuss those thoughts elsewhere. Besides, we played Cards Against Humanity last Saturday, even though I could have ran the Dishonored setting. We're going to need thinking caps for this one.

Endless Ocean was one of my finer roleplay works, at least in my eyes. Perhaps too wide of scope, but i couldn't help it at the time. I haven have a map of that world from all those years ago.

I think it might be prudent to list some of the general points for my possible game ideas.

These two are based off of already written material, and I do not own these ideas. The purpose of using these materials is mainly inspirational and a guide to creating an interesting role-play basis. /disclaimer.

The Lost


There is a realm beyond mortal scrutiny, Arcadia or otherwise known as Faerie.
Here preside beings of almost constant flux, beings whose form is composed of their whim, and their whims are nearly inscrutable. They are the True Fae
The True Fae are fascinated by mortals, and feed off of their emotions. Glamour powers their ancient Contracts, bound with forces of nature through the influence of the Wyrd; a force of beautiful madness.
Sometimes the Fae take mortals with them into their realm, play with them, love them, hate them, or perhaps keep them as a trophy. Mortals do not belong here, and over time this Durance changes them. Perhaps for the better, but usually for the worst.
Mortals who survive this Durance and manage to escape their Godly captors navigate their way through The Hedge: The bridge-realm between the mundane world and the beautiful chaos of Faerie.
Upon returning they realize that they have been changed, they could become scaly like a dragon or furry like a beast (or be changed in other ways). No one else notices this about them. The Wyrd becomes their facade. Only others like them see them for who they really are.
You have been changed by your time in Faerie, and return to a world that is still distant to you from the nightmares of that maddening place. You control forces you could not before, speaking with flame or vanishing like smoke in one's breath.

A Second Chance


Life was once taken for granted. You lived your life as a normal person, moving between experiences like clockwork. Mundane and monotonous. Until one faithful night, or perhaps during midday, when it all ended... for but a moment.
As you felt yourself sink into despair, you heard a spectral voice beckon what remained of your attention. It could of been a pale maiden dressed in razors, bleeding from her barely stitched wounds. It could've been a rusted knight, with skeletal hands and red eyes. Or perhaps you saw the visage of three distinct creatures as one, a lion with a barbed mane, a bleating goat plated in lead, and a serpent's head lined with oily black scales.
Regardless of what it was, it offered you something unthinkable. Another chance to live. In return, it would become a part of you, in your conscience and in your soul.
You accepted this deal, awaking on the emergency room table or covered in debris in the inner city slums; your mortal wounds knitting slowly, unnaturally.
After recovery a dark secret is revealed to you. Ghosts exist, and you can see them. Just as well, they can see that you see them, and might not give you much peace after that.
The "Geist" inside you gives you ghostly powers and insight, words and feelings found in dark whispers and dim, heavy emotions. You have the power to help the restless dead, or to live your life to the fullest like never before
What would you do if you had a second chance?

Ranshiin
11-13-2013, 04:15 AM
That is definitely a part of it, so you and Princess aren't too far off. What I'm describing includes that but also how the seemingly separate plots within a story somehow connect in a way that can only be described as 'cohesive', and by this very notion; amazing. Such plots return in many ways, weaving into the present with strings from the past, tying it all together to create the seeming of a 'grand scheme'. Even if one isn't there.

Ah. To be honest, with what you said previously I simply assumed that as a given, since it makes perfect sense how if a world's consequences, actions and evolution are entwined, then the evolution of events that occur to the main characters are entwined in some way as well.

(( It's actually something that's in that big RP I'm doing that yet again I find myself mentioning for reference. There are lots of little plots that are going on that tie into things that happened previously, or are directly or indirectly causing other things further on in the progress of the story - good example being my character killing his boss for betrayal, which has basically set a whole chain-reaction off where the criminal underworld now want him dead. I even have ideas for a much longer, underlying plot-line as a result of these smaller events. ))


sunnyside To be honest, I'm just not a Trekkie, and whilst I respect the concept it's still just not something that's ever had enough of my interest for me to watch or take part in. That's why I said I don't know much about it, and the same for Avatar and Shadowrun. Call me weird.

As for phones, I don't use mine to browse the forum. I use my computer at home, and it's reasonably the only thing that I can use to post in an RP given that the only other place would be at college right now, and I really don't have the time to be sat at college typing an RP post. 'Sides, I couldn't type an RP post on a phone either. Predictive typing would murder me, it's bad enough trying to tell my parents when to go grocery shopping with me.

Still, the length of the RP doesn't really bother me, but the problem I have is that not only am I on a completely backwards time-zone to everyone here (England, heyoo!) I also can probably only reasonably post a response once, maybe twice a day. Maybe on some days and if I get into the situation then I could post more but since on most days of the week I'm relatively busy in one way or another then I can't guarantee being more consistent than that.



And off on a slight tangent: Out of Tetsanosuke's two ideas there, both seem interesting, but I think I'd struggle with the second in terms of integrating. Still, ideas are ideas and ideas are fun. :D

I personally quite like the ideas of hinting, referencing or demonstrating a realm of existence or power that's beyond mortal comprehension, that there's basically something 'beyond' us. It not only demonstrates how fickle mortal beings are and how easily we could be killed by forces we have no ability to stop, it also gives way for the rise of lore and even religion and beliefs.

Again, not to be plugging but that's what the RP me and my friend does. We both eventually ended up referring to the cases of fate and destiny as if they were governed by supernatural forces that can act on their own whims, and there's a spiritual existence of the nature of the world itself which attempts to keep the world in some sort of balance and is described as being fickle, yet understanding and sometimes even merciful to those that show respect and caution for its powers. Some of the lore in that world is of the theoretical ability to summon or even tame that force, amongst other things such as spirits that take the form of elemental beings or guardian monsters in sacred temples.

I mainly just wanted to say that in the hopes that it might give you any ideas. I'm no good at managing RPs myself but when it comes to creating depth to a world I can get carried away once we can agree on things.

sunnyside
11-13-2013, 11:50 AM
Still, the length of the RP doesn't really bother me, but the problem I have is that not only am I on a completely backwards time-zone to everyone here (England, heyoo!) I also can probably only reasonably post a response once, maybe twice a day. Maybe on some days and if I get into the situation then I could post more but since on most days of the week I'm relatively busy in one way or another then I can't guarantee being more consistent than that.

For one thing we aren't all Americans here :P But beyond that a post or two a day is, I suspect, fine by anyone's standards here. Though I suppose it might mean that making more posts that are shorter from a phone might not work out so well.



I never really thought about forum RPs so specifically as a post count or passage of time. The first Rp I've played through to an ending came to about 680 or so posts. The one after I think hit between 800-1000, and the third that finished hit around that rand too.

I hadn't thought about them that way in that past. However in planning a game I'm thinking about it rather more. The issue being that I may need to make games shorter to minimize the impacts of players vanishing from the game or from AF entirely as is often the case, which seems unavoidable. That alternative being writing in such that way that the game works with perpetual recruitment, which requires the plot to accomodate onboarding people without requiring them to read the backlog.

Were the games that came to an ending here? Do you remeber what they were called?



I look at AF through my Ipod usually, but prefer finding time on my computer to type things out. Call me awkward, but I'm a fan of detail when it comes to roleplaying. Posts with just two or three lines tend to peeve me, as I find such a format more appropriate for chat-room roleplaying.

I think the phone thing would require some thinking and coaching in regards to post content. The typical issue with short posts is, as you mention, it doesn't give the other person enough to work with an things stall.

However when making a longer post what you often have to do are add in thoughts, details about the environment, a small action your character or an NPC performs, or some more words. It would seem possible to just apply that thought process in dealing with short posts. I.e. instead of adding in those extra things to your post, post them in response to the other players short post. In principle you could have the same content, just spread out over multiple shorter posts. In general that probably isn't as good, but again I'm concerned that there is a shift of phone usage and while people seem entirely willing to write vast quantities in text messages in many short bursts, I think most people would be unwilling to make a "proper" RP post with one.

Princess Lemon
11-13-2013, 01:46 PM
By the way in line with the underlying process of making a game work. What do you guys think of "short" (~ six months/2000 posts) vs "long" (year+ 4000+ post) games? Also I'm curious about how people access the forum. Actually that might be a decent poll to throw into misc. I think people may be increasingly visiting using their phones, which means they may be aware of posts quickly, be able to read often and a lot, but would have a relativley hard time typing anything up. IF we have a lot of phone usage, that might indicate trying to accomodate shorter posts or something.

Like Tetsanosuke, I never thought of games in a post count or time frame way. Personally I'd love to try a long RP, however a short RP would probably be best for now. As you pointed out, to hopefully minimize people dropping out. I also think a "short" RP may be a good means of getting in new players? Who, if they enjoyed the RP, will want more. Perhaps that's a bit of a hopeful thought though.

I also use my laptop to post RPs or look about threads. On occasion in between classes I'll gander about on my phone, but that's only to see RP posts and possibly think of a response until I reach my laptop.

Tetsanosuke

Aw snap, got the premise for Changeling and Geist. Changeling is fun, since things can get bizarre and dark while drunk at the same time, but I never fully participated in a Geist game. So, if you're aiming to do one of those two in place of Endless Ocean, I'm a bit inclined to go with Geist; I can always bring Virgil back if we go with Changeling, baw haw haw haw. Otherwise for Geist, I never made a Geist character so awww yeah.


I'll post my two ideas expanded later, I haven't had much time to work on them today so I will after class.

Tetsanosuke
11-13-2013, 10:27 PM
And off on a slight tangent: Out of Tetsanosuke's two ideas there, both seem interesting, but I think I'd struggle with the second in terms of integrating. Still, ideas are ideas and ideas are fun. :D

I personally quite like the ideas of hinting, referencing or demonstrating a realm of existence or power that's beyond mortal comprehension, that there's basically something 'beyond' us. It not only demonstrates how fickle mortal beings are and how easily we could be killed by forces we have no ability to stop, it also gives way for the rise of lore and even religion and beliefs.


Both of these ideas are usually played in a modern setting that can be described as a fractured mirror of our own, but they can be played in different settings to different affect. Faerie would exist regardless in the first, and the Underworld would be similar in the second.

I do appreciate your input on those ideas.


For one thing we aren't all Americans here :P But beyond that a post or two a day is, I suspect, fine by anyone's standards here. Though I suppose it might mean that making more posts that are shorter from a phone might not work out so well.

Were the games that came to an ending here? Do you remeber what they were called?


Before these past few days getting on my computer once a day has been a bit of a chore, but I've been trying my best to keep diligent and keep up with the discussion of these ideas. I'm actually surprised we are the only few throwing down parts here.

Ahh, I found the archives for some of my old RPs. Not sure I'ma read'em over soon, but it's tempting and scary to think about.


Raftidia 1 (http://www.animeforum.com/archive/index.php/t-47158.html?); Actually finished after a drought, a fair core set of characters pushed into the end, leading to a sequel.
Raftidia 2 (http://www.animeforum.com/archive/index.php/t-55062.html): This one was a promising sequel with a nice transition, but it died a ways in.
Kingdom Hearts: Waltz of Destiny (http://www.animeforum.com/archive/index.php/t-51984.html?) : This one was also pushed through to an ending, inspiring a nicely thought out sequal that also died.
Kingdom Hearts: Pendulum of Balance (http://www.animeforum.com/archive/index.php/t-62722.html?) : Another nicely transitioned and thought-out sequal, Jonwolf and I made it back when he'd get on here.
Nightmaria (http://www.animeforum.com/archive/index.php/t-67192.html?): Inspired by my joy for the Halloween season, and inspired by things like Nightmare Before Christmas among other things. Was disappointed when it didn't kick off too far.
Endless Ocean's sign-up is gone, but the RPG thread is still there. My very first RP which I GM'd here is also gone from the archives. Ce'la'vi~




@Tetsanosuke (http://www.animeforum.com/member.php?u=43788)

Aw snap, got the premise for Changeling and Geist. Changeling is fun, since things can get bizarre and dark while drunk at the same time, but I never fully participated in a Geist game. So, if you're aiming to do one of those two in place of Endless Ocean, I'm a bit inclined to go with Geist; I can always bring Virgil back if we go with Changeling, baw haw haw haw. Otherwise for Geist, I never made a Geist character so awww yeah.


Both are a possibility, however I feel that I'd need to see the interest before going too far with the ideas. I know you're up for that good sir, and I'd lean towards Geist as I've finished reading the book proper recently to have enough idea of the setting and possible story plots. Been a while since I've read Changeling.

Also still debating reworking Endless Ocean, and I also have two other RPs I never felt confident enough to post on here. One is Yugioh related (with a darker mood/theme), the other is a bit Lovecraftian in nature, and requires Player-GM interaction for the more in-depth version; but I believe I have a simplified version too.

Princess Lemon
11-13-2013, 11:36 PM
Also still debating reworking Endless Ocean, and I also have two other RPs I never felt confident enough to post on here. One is Yugioh related (with a darker mood/theme), the other is a bit Lovecraftian in nature, and requires Player-GM interaction for the more in-depth version; but I believe I have a simplified version too.

Is the Lovecraftian one that one RP you mentioned before that everyone is a Lord or Lady and can use magic and were invited to some eccentric Lords manor for a party?

Because that really seemed interesting


HOWEVER I worked a bit on my RPs, even found inspiration for a third. I made a bullet list of content of the RP (also tried to judge them in a manner of "long" and "short" as Sunnyside did for his). These aren't concrete and are strongly subject to change!


Tales of Legend: Rise of Heroes:


- Neo-Medieval (technology magic mix, swords and guns mix)
- Players can choose to take allegiance between 6 Nations in a large war, OR come from far away countries (giving players the option to create their own land and such)
- Setting will be on an entire continent with various countries inside
- Aimed to have a lot of smaller adventures along with an over-arching story
- Will maintain behind-the-scenes rolls to create life to the world
- Races besides humans exist, a player can be whatever race they want
- War between countries will be more prominent, and battles will happen effecting the world
- Players may part take in these battles
- Players can have effect on politics of the world


This RP can be what would Sunnyside could call "long" but can also be made "short".



Tales of Legend: Lost Legacy



- Mediveal Fantasy; no guns, swords n sorcery with dragons and such Set in a single country
- Players can choose to be from individual city states in the country, or from other countries
- Races besides human exist, so players can be whatever they want
- More Adventure based
- War IS part of the events of the game, since the country has entered into a civil war with the loss of its Emperor
- Thus players can have an alignment in the war, or choose to be neutral
- Same of Rise of Heroes, behind-the-scenes rolls will help try to keep the world alive



The Inner Sin:


- Set in Modern day, mixing with supernatural creatures
- Players are taking on the roles of either: Demons, Half-Demons, “Awoken” Humans, Half-Angels, or Angels.
- Demons and Angels are attuned with a Virtue/Sin or Element or something which helps empower them
- While there is Black and White, there is also meant to be a lot of grey, since Angels aren’t exactly “good” natured themselves. Some are jealous and spiteful and arrogant.


This idea is a rough idea in the works. I’ve always had this in the back of my mind but never focused on it too much. I know I would have fun RPing this, and if people would be interested it might be fun to play.

Sinon mentioning the demon RP reminded me of this, and maybe I’ll expand on it. However I don’t know what he was aiming for with a demon RP.

However, it's probably not the best explanation of the RPs? I don't know, I'm just giving out the rough outline I have thus far.

Tenrou Nogitsune
11-13-2013, 11:53 PM
Princess Lemon - I would immensely enjoy 'The Inner Sin'. A darker, terror filled RP would be incredibly entertaining.

Princess Lemon
11-14-2013, 12:48 AM
Princess Lemon - I would immensely enjoy 'The Inner Sin'. A darker, terror filled RP would be incredibly entertaining.

It certainly would be fun. Curious, do you have any suggestions for the RP? Like to add different cultures and such?

So far i'm just basing it off Christian/Catholic lore? Which seems pretty standard and I don't want to cause any religious debate or put one religion above another, ya know? I could just be paranoid here, though. I just don't wanna offend people I guess.

Maybe Demons and Angels could be a generic term to be used for creatures of myths from all sorts of mythology/religion and we can take the whole "Heave" and "Hell" and "God" thing out and give it a more generic term like Celestia and Abyss (Thank you D&D!) where such creatures reside?

If anyone can help with that RP and give suggestions, I'd appreciate it!

Tenrou Nogitsune
11-14-2013, 12:58 AM
It certainly would be fun. Curious, do you have any suggestions for the RP? Like to add different cultures and such?

So far i'm just basing it off Christian/Catholic lore? Which seems pretty standard and I don't want to cause any religious debate or put one religion above another, ya know? I could just be paranoid here, though. I just don't wanna offend people I guess.

Maybe Demons and Angels could be a generic term to be used for creatures of myths from all sorts of mythology/religion and we can take the whole "Heave" and "Hell" and "God" thing out and give it a more generic term like Celestia and Abyss (Thank you D&D!) where such creatures reside?

If anyone can help with that RP and give suggestions, I'd appreciate it!

Well Heaven and Hell can be used for nearly any existing religion, really. Celestia and Abyss sounds...not really all powerful, more just like slightly better than humans.
I like the idea of A 3 faction war between Demons, Nephelim (name for hybrids) and Angels. But to narrow things down, it's like a hunt for mystical artifacts to change the tide of the war. Or something nifty like that.

Princess Lemon
11-14-2013, 01:12 AM
Well Heaven and Hell can be used for nearly any existing religion, really. Celestia and Abyss sounds...not really all powerful, more just like slightly better than humans.
I like the idea of A 3 faction war between Demons, Nephelim (name for hybrids) and Angels. But to narrow things down, it's like a hunt for mystical artifacts to change the tide of the war. Or something nifty like that.

Yeah, that's a good point. I guess I just worry so much I'll offend someone. While I still feel "The Abyss" still has that powerful, endless horror ring to it, Hell still has the whole YEARS AND YEARS of lore and ideals behind it.

Ah yeah, having the Nephelim's be their own faction is a good idea. I honestly didn't know where I was going to go with them, so that gives them a strong place. This works. Good.

My original thought was just the three factions walking the streets of our world, tempting humans etc. Using them as a proxy war, while in turn occasionally tearing one another up. With enough research though, I'm sure I can put in adventure for legendary artifacts that they either want to obtain or destroy.

Angels and Demons can look however they desire, but have a human form for the sake of camouflage. Nephelim's are the same, and awoken humans can be those "touched" by entities, or saw them. Possibly use a bit of magic, albeit at a strong cost.

Hrmm, a WIP no doubt, but maybe this can be refined into something pretty intense.

Tenrou Nogitsune
11-14-2013, 01:16 AM
Yeah, that's a good point. I guess I just worry so much I'll offend someone. While I still feel "The Abyss" still has that powerful, endless horror ring to it, Hell still has the whole YEARS AND YEARS of lore and ideals behind it.

Ah yeah, having the Nephelim's be their own faction is a good idea. I honestly didn't know where I was going to go with them, so that gives them a strong place. This works. Good.

My original thought was just the three factions walking the streets of our world, tempting humans etc. Using them as a proxy war, while in turn occasionally tearing one another up. With enough research though, I'm sure I can put in adventure for legendary artifacts that they either want to obtain or destroy.

Angels and Demons can look however they desire, but have a human form for the sake of camouflage. Nephelim's are the same, and awoken humans can be those "touched" by entities, or saw them. Possibly use a bit of magic, albeit at a strong cost.

Hrmm, a WIP no doubt, but maybe this can be refined into something pretty intense.

*strokes beard* Good...good... Things are going as planned...

Ranshiin
11-14-2013, 04:35 AM
Both of these ideas are usually played in a modern setting that can be described as a fractured mirror of our own, but they can be played in different settings to different affect. Faerie would exist regardless in the first, and the Underworld would be similar in the second.

I do appreciate your input on those ideas.
That's cool. To be honest, the 'setting' isn't something that bothers me; I'm used to RPing in more 'basic', archaic-style settings where things we take for granted don't exist, but saying that what's the point of RPing if I'm unable to adapt? I used to watch a lot of fantasy and future/space-based anime and I played the hell out of Final Fantasy 8 and 9 at some point so a 'past' setting, as well as an 'alternate-present' and any sort of futuristic settings aren't things that I worry about. It's just that whilst I don't want to be picky, I want to use my dragon as the character. That and an interesting plot or planned series of events is all that I need. xP



HOWEVER I worked a bit on my RPs, even found inspiration for a third. I made a bullet list of content of the RP (also tried to judge them in a manner of "long" and "short" as Sunnyside did for his). These aren't concrete and are strongly subject to change!


Tales of Legend: Rise of Heroes:


Tales of Legend: Lost Legacy


The Inner Sin:


However, it's probably not the best explanation of the RPs? I don't know, I'm just giving out the rough outline I have thus far.
I read through those and to give my honest opinion, all three of them sound fun and interesting ideas. The first two have elements that I've been using on my own (namely the civil wars and adventuring) but still looks different enough to be 'new' to me - not to mention taking part with people I haven't really RPed with before.

The third? I'm sure I can work a way through with that one. I could just RP some sort of demon lol, depending on what's necessary to adapt for it.




... All this RP talk is making me want to go work on my fiction. But I can't, because at college later. Blergh. <.>

Ωmega
11-14-2013, 10:49 AM
Heh, whats funny is that Im working on my own possible RP about Angels and Demons, though they come to humanity in the guise of aliens.

sunnyside
11-14-2013, 11:11 AM
Before these past few days getting on my computer once a day has been a bit of a chore, but I've been trying my best to keep diligent and keep up with the discussion of these ideas. I'm actually surprised we are the only few throwing down parts here.

Well, the forum as a whole and the RPG section in particular is getting rather sparse. Though there do seem to be a shocking number of sign ins for most new games. That said I suspect we'll need to engage in some rather active recruitment, particularily if more than three games start up here.




Endless Ocean's sign-up is gone, but the RPG thread is still there. My very first RP which I GM'd here is also gone from the archives. Ce'la'vi~
[/LIST]

Odd. You can make a quick change at the bottom of the page to make the forum display threads from its beginning, and it has stuff from before your join date, so you'd think it'd still be there.

Hmmmm. So I skipped to the end of Endless Ocean to see how things went down then. It appears you actually requested that your Endless Ocean threads be removed or closed. So maybe the mod decided to remove the sign in thread but to only lock the game? Did you have your other game destroyed?

Sad to see things go down the way the did in Endless Ocean. But we've all been there.

http://i1.kym-cdn.com/photos/images/original/000/107/432/i_hug_that_feel.png

Tetsanosuke
11-14-2013, 09:35 PM
I am sure I was affected by something. When I think back to my older writings I realize how naive and delusional I was. I probably got upset somehow, or felt the game just went awry. I'd be lying if I said I didn't think I had a hand in it. But I tend to be self critical, even today. I just cope a bit better.


/written hastily on my iPod, just to note.

Princess Lemon
11-18-2013, 08:16 PM
Butts, I hit a bit of a dry spot/writers block writing out these RPs.

I know Rise of Heroes and Lost Legacy are going to be VERY similar, since both take place in the same world just different time eras. Inner Sin I started writing up and even thought of a potential Persona RP?

However now when I open up the word document MY MIND GOES BLANK.

I'm curious if any of you have suggestions on how to get over writers block or find inspiration? Also, anyone else think of any RP ideas?

sunnyside
11-18-2013, 10:06 PM
Butts, I hit a bit of a dry spot/writers block writing out these RPs.

I know Rise of Heroes and Lost Legacy are going to be VERY similar, since both take place in the same world just different time eras. Inner Sin I started writing up and even thought of a potential Persona RP?

However now when I open up the word document MY MIND GOES BLANK.

I'm curious if any of you have suggestions on how to get over writers block or find inspiration? Also, anyone else think of any RP ideas?

I'd suggest focusing on what you need to focus on. What I mean is that you'll be temped to think about all manner of things on the other side of the planet from where the players will be.

I strongly suggest against trying to launch multiple games at once. Pick one that you think you could get going, and focus on it (maybe pick the first one that will get you writing again). Write up the stuff you need to get players started and that you need for the approval process (which isn't much, though do look it up in the sticky threads). The clarity of focus may get you rolling.

Ranshiin
11-19-2013, 02:46 PM
I've had this problem writing my story, but getting past a writers' block is still a pain. This is what I usually do;

I do what sunnyside does, usually. I sit there and force myself to not get distracted/procrastinate. I'll do this until something comes to mind. I'll write it down, elaborate as best as I can. Usually it's not really that good.

What I then do, once I have this basic elaboration, is I go away and do something that allows me at a glance to take a moment and think back on what I wrote earlier. Usually this results in me thinking on it enough where ideas on how to better improve it and make better sense of it happen, and then I go back and write those down since that moment of thought and stuff ends up killing the writers' block and I have plenty ideas on my mind to write down and consider.


It probably doesn't work too good but it's what I tend to do. Sit and think of something basic that over the course of the next few hours or day - maybe even at night when I'm trying to sleep - I can think on and come up with ways to improve. Sometimes there is a point where it's physically not possible to think too deep, in which case something light, that you can mull over, expand, take considerations and possibilities for as they come to you later on, is what I go for.


Yes, I'm strange.

Galactic Pretty Boy
11-30-2013, 02:54 PM
*pops in* I really like [MENTION=157677]tetsanosuke's The Lost rp as well as [MENTION=17215]princessLemon's Tales of Legend: Lost Legacy

*pops out*

Tetsanosuke
12-02-2013, 12:22 AM
So I've written a rough draft of the background of "The Lost" game. It's not complete, as I need to still briefly go over how to create a Changeling and what other things are. I just wanted opinions and see if it sparks interest. Point out spelling/grammar/suggest better ways to word things etc.

This is just the background fluff, plot points will be kept to myself of course. I'm also debating where to have it take place.


The Lost - Beautiful Madness

I'm using material from a table-top game, and would like to make sure it is known that a fair number of these ideas are the property of Whitewolf Games.

The True Fae and their Demesne
There is a realm beyond mortal scrutiny, Arcadia or otherwise known as Faerie. Here preside beings of almost constant flux, beings whose form is composed of their whim, and their whims are nearly inscrutable. They are the True Fae. The Others are fascinated by mortals, and feed off of their emotions. Glamour powers their ancient Contracts, bound with forces of nature through the influence of the Wyrd; a force of beautiful madness. They are creatures of godly influence in their realms and reflect some of this power in the realm material.

Taken and Forgotten
Sometimes the Gentry take mortals with them into their realm, play with them, love them, hate them, or perhaps keep them as a trophy. What's worse, they usually leave something in the person's place; a fetch.This creature takes on mortal's life never knowing itself to be any different than the original. Usually there is very little evidence of a disappearance because of this.

Arcadia and the Durance
Taken, lured, or by chance stumbling into the path of a True Fae imposes a great deal on mortals. To put it bluntly: they do not belong there and over time their experience there, usually called the Durance, changes them. Perhaps for the better, but usually for the worse. Their omnipotent captors do what they please, and it isn't always consistent, and rarely does it ever make true sense in the long run.

The Change and the World of the Fae
Mortals who survive this Durance and manage to escape these deity-like captors navigate their way through The Hedge: The bridge-realm between the mundane world and the beautiful chaos of Faerie.

The Hedge is a wondrously beautiful place, where the surreal meets reality. But no matter it's beauty, there lays many dangers between the thorns and brambles. Time is not always consistent, and normal logic doesn't always apply. These lands are occupied by Hobgoblins, the generic term for Hedge-creatures with sentience. They, too, don't always make sense.

The Results of the Change
Upon returning the once mortals realize they have been changed, they could have become scaly like a dragon or furry like a beast (or be changed in other ways). There are some who seem to embody elements of the world and others who embody various forms of beauty. No one else notices this about them. The Wyrd becomes their facade, their 'mask' covering their true 'miene'. Only others like them see them for who they really are.

Their experience in Faerie is so powerful, perhaps damaging to the psyche that very few remember much more than how it felt, perhaps some semblance of what occurred, and possibly some notion of the time they felt pass. (Even then, it's blurry and wyrd [hah]) In the end it usually comes down to a deep seated fear of returning, churned with a microscopic twist of morbid desire for the trek.

You Are The Lost
You have been changed by your time in Faerie, and return to a world that is still distant to you, haunted by the nightmares of that maddening place. You control forces you could not before, speaking with flame or vanishing like smoke in one's breath. What do you do now that you know there are others like you and forces beyond normal comprehension? What did you experience and how did it change you? What else about you will change now that you're facing a mundane world interwoven with the brambles of Faerie?

Ranshiin
12-03-2013, 05:55 AM
Interesting read, though there's little there that I didn't already know from when you first suggested it.

I want to hear where/what time period it's going to take place, once you figure that out, so I can try to get more of an understanding for the 'universe' involved. I guess I might struggle at first whilst I come to understand the supernatural aspects (there's a term I want to use but goddamnit it's slipped my tongue), but there's nothing wrong with that. xP


I'd still like to hear more expanded details of your other ideas if you're still considering them. In the meantime I'll probably just bounce back and forth and re-read that a few times and try to figure out the best way to get my RP character into it. Understanding the laws and forces of the world - what's considered 'normal', what's considered 'unnatural' or paranormal - might help too. =)

Tetsanosuke
12-03-2013, 11:49 AM
Interesting read, though there's little there that I didn't already know from when you first suggested it.

I want to hear where/what time period it's going to take place, once you figure that out, so I can try to get more of an understanding for the 'universe' involved. I guess I might struggle at first whilst I come to understand the supernatural aspects (there's a term I want to use but goddamnit it's slipped my tongue), but there's nothing wrong with that. xP


I'd still like to hear more expanded details of your other ideas if you're still considering them. In the meantime I'll probably just bounce back and forth and re-read that a few times and try to figure out the best way to get my RP character into it. Understanding the laws and forces of the world - what's considered 'normal', what's considered 'unnatural' or paranormal - might help too. =)

Ahh- well, the setting is modern day Earth. I'm still deciding what city/town could be interesting.

What is 'normal' is everyday life on Earth, the day by day passing of time that we all as 'humans' experience. Science, relationships, etc. The only difference between this modern day and our IRL reality is that it is distinctly darker, crime and corruption are more rampant.

What is paranormal isn't so simply defined, because there are many supernatural influences hiding in the shadows of the world. As far as Changelings are concerned, the power of the Wyrd is an ever constant known. The Wyrd is the binding force of Fae energy that connects The Lost with all that is embodied by the Hedge, and of course Arcadia. Their time under the thumb of a True Fae has warped them into such a state.

Fae magic is centered by ancient laws between forces of nature and forces of ideas. One's word is there bond in a formal pact, as the Wyrd punishes those who break oaths. The oaths and contracts made by any one of Fae connection can grant power, supernatural or mundane, if made with the right forces. But this is just the tip of the iceberg.

I'll be attempting to be more concise when I get the chance to sit down at a computer and think about it.

Ranshiin
12-04-2013, 04:26 AM
Ah, I see. It took me a few reads but I think I understand it. To be honest, I just wanted to know if certain things (like basic magic) would be considered 'normal' but seeing as you stated it's going to be an alternate-present setting then I can see what would be normal and paranormal.


On the subject of the Fae magic and the changes people undergo due to what happened to them, would the concept of flight be an acceptable gained 'ability'? I mean my character has wings, that's all. I don't know how things like that would work, so I'm considering setting him up for the RP without them because it might be a bit too strange for someone to have wings that 'mundane' people can't see. Imagine all the problems he's going to have getting bumped into as he is, lol.


Still waiting on your other ideas and other peoples' opinions though.

sunnyside
12-04-2013, 11:05 AM
so I'm considering setting him up for the RP without them

Personally I like that idea if you're going to use that same core character concept in any game you play. At least that way your characters would be different to an extent.

Tetsanosuke
12-05-2013, 12:07 AM
Ah, I see. It took me a few reads but I think I understand it. To be honest, I just wanted to know if certain things (like basic magic) would be considered 'normal' but seeing as you stated it's going to be an alternate-present setting then I can see what would be normal and paranormal.


On the subject of the Fae magic and the changes people undergo due to what happened to them, would the concept of flight be an acceptable gained 'ability'? I mean my character has wings, that's all. I don't know how things like that would work, so I'm considering setting him up for the RP without them because it might be a bit too strange for someone to have wings that 'mundane' people can't see. Imagine all the problems he's going to have getting bumped into as he is, lol.


Still waiting on your other ideas and other peoples' opinions though. Until I have time to refine it all, some quick answers:

Mortals (Humans without fae magic, vampiric powers or mage-magic) don't know of the supernatural, and usually try their best to rationally explain strange occurrences. From the perspective of Changelings and all fae magic, the Wyrd almost seamlessly wipes away direct memory of perceived supernatural phenomenon in most cases perhaps 15 minutes after observing it. Only the strongest willed humans or humans under a pact with fae (Whether it be near-human changelings or hedgebeasts in disguise) can see past their masks and remember the powers observed (Or other supernatural denizens with applicable powers, but that's not something Changelings always know about).

... I tried to make it simple. Look at me now.

TL : DR Changelings are different because they have become supernatural beings, mortals are just people without a clue, and if they have a clue it's an extraordinary circumstance. Thus magic is completely foreign to the mundane state of the material realm. (We could go deeper into this sort of discussion if I was to run a Mage inspired game, but let's focus of the Brambles~)

As a response to the whole 'wings idea', as a comparison, when I've played this game in the past with dice or cards and everything; what you looked like cosmetically was completely up to you. Wings, horns, giant teeth etc. But in order to gain benefit from such cosmetic things you'd have to take powers/character traits to make it happen. Since this will be a much more open setting seeing as it's not bogged down by game mechanics I'd imagine your character as of the Fairest Seeming (Changeling with features related to being an embodiment of beauty) of the Draconic Kith (The beauty found in the power of Dragons).

Reasonably, in this writing-based setting you could have wings that let you fly, but when you fly in broad daylight some of that information can leak through the power of the Wyrd, and some mortals will remember seeing that man flying in the sky (they wont see your draconic features, but they may sure as damn well call someone and start rumors.) The main restraint, in this sort of story than would be the security of (whatever remains) of your identity against a world that doesn't understand you, ergo would fear/stigmatize you. You might attract attention of the local Sam-Dean team, and your life might be in danger.

I thought I'd address this concisely but I have seemingly failed. It's difficult to describe it when you've been so accustomed to the setting for so long and it's almost second nature. Hahah.

Ranshiin
12-05-2013, 07:05 AM
I thought I'd address this concisely but I have seemingly failed. It's difficult to describe it when you've been so accustomed to the setting for so long and it's almost second nature. Hahah.

I think you explained it pretty well. To be honest I think the terminology and 'lore' (that was the word I wanted to use in my previous post) of this world and its setting will take some time for me to get used to - but then if I were to decide to bring the world of me and my friends' RP here, I would expect you to take time to acclimatise to it as well.

I think it's kinda fun to try. That's the whole point of RP, anyway.


As on the subject of the wings anyways, well at least now I know it would be 'possible'. Whether or not it would be reasonable is a different matter. I wouldn't be abusing it anyway. What 'abilities' my character would probably have is enhanced strength, control of fire (to various degrees, such as fire-breath and more traditional magic-style stuff) and possibly flight - y'know, traditional hallmarks of a dragon. The wings I can probably do without, but the rest I'd like to keep.

Oh, and that Supernatural reference. Oh lordy. I should watch some episodes of that now, heh.

Princess Lemon
12-09-2013, 10:45 PM
So yo, now that we finished filming my little short film a lot of my stress has gone (people didn't do their job and actors dropped 2 days before forcing me to learn ALL the lines of that character and be the actor along with Director AND screenwriter x.x) I can get to working on another RP and expand on Harmonia.

sunnyside - I see you and dreamer are doing small RPing but would you be opposed to me advancing it a bit for everyone to see if we can get some more action in it? I only post this hear because I don't wanna TRIPLE post in the Harmonia OOC

Also for everyone, I'll probably be going with the whole "Lost Legacy" RP, however I had a random inspiration of another RP idea and that is a Magical Girl RP? It wouldn't be fluffy rainbow either, I mean it would have fluffy rainbows but it'd have a darker tone to it. If not I can just shelf it for now.

sunnyside
12-09-2013, 11:30 PM
- I see you and dreamer are doing small RPing but would you be opposed to me advancing it a bit for everyone to see if we can get some more action in it? I only post this hear because I don't wanna TRIPLE post in the Harmonia OOC

You mean skipping ahead a couple days? That should be fine, I'll just advance us and "catch up" at an opportune time.



Also for everyone, I'll probably be going with the whole "Lost Legacy" RP, however I had a random inspiration of another RP idea and that is a Magical Girl RP? It wouldn't be fluffy rainbow either, I mean it would have fluffy rainbows but it'd have a darker tone to it. If not I can just shelf it for now.

I suspect the Magical Girl RP would work a lot better with the typical player base here.

If you do make a game that's "adventure" based you may have to give it some extra thought. The tabletop types tend to be frustrated by the level of abstraction in games here (vs operating on a game with a few hundred pages of rules and a whiteboard or something showing the layout in precise distances). Those that enjoy the abstraction have not, in my experience, taken overly well to what I think you mean by an adventure. However I'd be intrigued if you could pull it off.

Ranshiin
12-10-2013, 04:54 AM
I suspect the Magical Girl RP would work a lot better with the typical player base here.

If you do make a game that's "adventure" based you may have to give it some extra thought. The tabletop types tend to be frustrated by the level of abstraction in games here (vs operating on a game with a few hundred pages of rules and a whiteboard or something showing the layout in precise distances). Those that enjoy the abstraction have not, in my experience, taken overly well to what I think you mean by an adventure. However I'd be intrigued if you could pull it off.

I've never played tabletop games but I've been pretty good at just making up random RP world-related things that makes some sort of logical sense O_o (although I will admit that yes, I did work out the geographical size of my friends' world's main country just because). Not that it ruins the mood if I don't, but I just like the details.


That said, I wouldn't have interest in a magical girls' RP. I'm admitting that I haven't watched anime in a few years now (and this is pissing me off because I want to watch Sword Art Online and Kill la Kill because both are really really good _) but yeah. It depends on who else is interested in what but I wouldn't be taking part in a magical girls-based one. Sorry. :/

Light Buster
12-10-2013, 01:15 PM
Might as well throw my idea out here:

One of my ideas for a RP is going to be based off of the WipeOut series. The story will take place during the FX500, or the "Fury" campaign, which is part of the WipeOut HD Fury Expansion pack. The idea is that the RP is going to be around the Junior Series, which is designed for newcomers and younger pilots, which will be played alongside with the FX500 on certain tracks and during certain periods of the championship.

sunnyside
01-02-2014, 04:28 PM
Happy new year everybody.

I've put in my approval request for The School of Seven Towers. As I recall there's an RPG group here on AF. I might use that as a place to assemble the sign in and the first post of the RP Thread.

I'm trying to decide if letting people comment on a game before it's finalized and launched is a good idea or a horrible one. It will likely be a while before the game launches, not just because of waiting on LPS, but also because I rather want to get Nightmarchers totally finished first, and maybe square away some things in real life.

I'm also a bit worried about how quite things are on this board and AF in general. How are things going in life and RP requests with the rest of you?

Ωmega
01-02-2014, 05:19 PM
If youre having issues with getting responses from LPS just let me know. I speak with her on a daily biases and will be happy to let her know a request has been put through.

sunnyside
01-02-2014, 05:59 PM
Oh. I'd just sent the request out. And it'll probably be a month or more before I launch it regardless.

Tetsanosuke
01-04-2014, 10:42 AM
I've been having trouble getting myself on the computer as of late, with work and other things. With the college semester starting back up, it doesn't bode well.

I haven't made any paper-progress with any of my RPG ideas, as lately the inspiration has been waning.

All in all I'm hanging in there.

Princess Lemon
01-04-2014, 12:20 PM
I've been having issues getting solid ideas for an RP down to run, I got ideas listed but they seem scattered

Otherwise I'm alright, just trying to figure out what I'm doing with myself and that can bog someone down pretty bad

ChibiAmaterasu
01-06-2014, 03:36 AM
-Priority-
!!! We need first to find out what Races we are having before we can move into magic !!!
--
!!! After Creating the creatures, we can allocate magic for the races !!!
--
!!! Then after doing both of these we have the base for what are the inhabitants are in the rp and what abilities they use !!

Oh look a Roleplay Idea filled with potential! I might as well jump in ^.^

((Ima like write down what we got so far so yeah, and help a little maybe... i dunnoo))


Sooo... to get organized, what type of 'Creatures/Races' are there going to be? and How complex are we making our race diversity? <--- i prefer the classic elf, dwarf and human along with several others



Then we got the Magic Probelm, which we cant decide what kind of magic there will be, so we have to sort that out


And we need some rp ideas which is a bit tricky considering the other two things arent done :/

-----------------------------------------------------------------------------------------------------------
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Race:

-Human
-Elf ((???))
-Dwarf ((???))
-Fae ((???))
-Dragonic ((???))


Magic

-Fae Magic ((???))

-

Ranshiin
01-06-2014, 05:08 AM
Happy new year everybody.

I've put in my approval request for The School of Seven Towers. As I recall there's an RPG group here on AF. I might use that as a place to assemble the sign in and the first post of the RP Thread.

I'm trying to decide if letting people comment on a game before it's finalized and launched is a good idea or a horrible one. It will likely be a while before the game launches, not just because of waiting on LPS, but also because I rather want to get Nightmarchers totally finished first, and maybe square away some things in real life.

I'm also a bit worried about how quite things are on this board and AF in general. How are things going in life and RP requests with the rest of you?

Things for me are going pretty meh-kay, which is normal. Just waiting for a relevant RP to show up that catches my interest and allows the type of character that I want to use. Otherwise, y'know, college and stuff.

sunnyside
01-08-2014, 04:13 PM
I'm a little concerned about the two new games that haven't gotten any sign ups.

Although the wolf game got 10, Harmonia got 13, and Android Undercity got 14 and those are all pretty recent, so maybe the playerbase is still mostly there. Just maybe pickier than I'm used to.

Ranshiin
01-08-2014, 05:54 PM
I'm a little concerned about the two new games that haven't gotten any sign ups.

Although the wolf game got 10, Harmonia got 13, and Android Undercity got 14 and those are all pretty recent, so maybe the playerbase is still mostly there. Just maybe pickier than I'm used to.Neither of those two new games particularly interest me, though that's just my own reason behind it.

Tetsanosuke
01-09-2014, 11:44 PM
I'm a little concerned about the two new games that haven't gotten any sign ups.

Although the wolf game got 10, Harmonia got 13, and Android Undercity got 14 and those are all pretty recent, so maybe the playerbase is still mostly there. Just maybe pickier than I'm used to.

The Equest and Wleaders? Yeah, just didn't catch my fancy.

Neptuneon
01-10-2014, 04:00 AM
I have an idea for an rpg about time travel, ghosts, and supernatural powers. I know these topics sound too wide for a single rpg, but the idea is basically that, in the beginning everyone starts out as a regular person on Planet Earth from any era, dies in any way they want, and is reincarnated into a Mid World in the center of the entire universe. In this Mid World, the player meets a group of sages, all experts from a number of segments they have divided up the universe into, and they assign a "time-place" of rebirth for them. In this Mid World they have to go through some challenges with other players to fight for their place when reincarnated into the segment (example: whether you will be born a peasant or a king, CEO destined or labourer). I still have little to no idea what the challenges could be, but they are not limited to mortality or magical prowess. The lessons of the challenges would have to be about insight into the depth with which the player wishes to obtain the position they should wish to be reborn into. The ending would ultimately be that each character is reborn into any era, world, fantastical existence they wish to find rebirth. The characters would have to be set from the beginning, and upon beginning, anybody else who should wish to join would have to be considered a singularity in the game. Say, an unfortunate death and, by permission of the sages, they can only be aids to the primarily set characters. I need someone who is willing to undergo absolute structuring of the plot, detailing of the sages, the Mid World, architectural and symbolical physics of each segment of the universe, and any other ideas that could be included here. Would anyone be interested in such an extensive plot?

EDIT: The whole idea of contribution from each character is that they will create their own premises of what an ideal world would befit their rebirth, and if they have friends who also want to be reborn into that world, they will find themselves in a challenge with each other for the same position, or aiding each other if they choose different roles of existence. I'm beginning to imagine that each segment of the universe will be divided into magical and non magical, and with variations of both for the other segments. All characters would meet in the Mid World and would be put through challenges where they would have to use magic if they want to be reborn as CEOs or laborers, or go through heavy trials of mathematical enlightenments if they want to be reborn as dragons or wizards. Or if they wanted to be reborn as genial hackers in a excessively technological world, they would have to go through difficult trials of empathy and analytic speed. There would also be a segment for a world in which there is both magic and intense amounts of technology, and a world similar to our actual modern time but with excessive availability of magical prowess.

EDIT 2: So basically the main characters would get to create their version of how the kind of world they want to be reborn into would look like. How it should function to the confines of "magical" , "technological", "modern", or a combination of these.

Tetsanosuke
01-11-2014, 10:54 AM
I have an idea for an rpg about time travel, ghosts, and supernatural powers. I know these topics sound too wide for a single rpg, but the idea is basically that, in the beginning everyone starts out as a regular person on Planet Earth from any era, dies in any way they want, and is reincarnated into a Mid World in the center of the entire universe. In this Mid World, the player meets a group of sages, all experts from a number of segments they have divided up the universe into, and they assign a "time-place" of rebirth for them. In this Mid World they have to go through some challenges with other players to fight for their place when reincarnated into the segment (example: whether you will be born a peasant or a king, CEO destined or labourer). I still have little to no idea what the challenges could be, but they are not limited to mortality or magical prowess. The lessons of the challenges would have to be about insight into the depth with which the player wishes to obtain the position they should wish to be reborn into. The ending would ultimately be that each character is reborn into any era, world, fantastical existence they wish to find rebirth. The characters would have to be set from the beginning, and upon beginning, anybody else who should wish to join would have to be considered a singularity in the game. Say, an unfortunate death and, by permission of the sages, they can only be aids to the primarily set characters. I need someone who is willing to undergo absolute structuring of the plot, detailing of the sages, the Mid World, architectural and symbolical physics of each segment of the universe, and any other ideas that could be included here. Would anyone be interested in such an extensive plot?

EDIT: The whole idea of contribution from each character is that they will create their own premises of what an ideal world would befit their rebirth, and if they have friends who also want to be reborn into that world, they will find themselves in a challenge with each other for the same position, or aiding each other if they choose different roles of existence. I'm beginning to imagine that each segment of the universe will be divided into magical and non magical, and with variations of both for the other segments. All characters would meet in the Mid World and would be put through challenges where they would have to use magic if they want to be reborn as CEOs or laborers, or go through heavy trials of mathematical enlightenments if they want to be reborn as dragons or wizards. Or if they wanted to be reborn as genial hackers in a excessively technological world, they would have to go through difficult trials of empathy and analytic speed. There would also be a segment for a world in which there is both magic and intense amounts of technology, and a world similar to our actual modern time but with excessive availability of magical prowess.

EDIT 2: So basically the main characters would get to create their version of how the kind of world they want to be reborn into would look like. How it should function to the confines of "magical" , "technological", "modern", or a combination of these.

Out of curiosity, this game's primary setting is the mid-world, and it would be there that the breadth of the RP would take place? I'm guessing the world creation would be the end result of each character's personal story.

Neptuneon
01-11-2014, 12:58 PM
Out of curiosity, this game's primary setting is the mid-world, and it would be there that the breadth of the RP would take place? I'm guessing the world creation would be the end result of each character's personal story.

The midworld would be a series of mirrored worlds, that when the characters choose to participate, they'd describe the world they are trying to be reborn into, and we would all pool the ideas and all the characters would go through the trials in the described worlds the other characters would describe. I gave the sub-topics, being: magical, modern, technological, and combinations of these. So the worlds are kind of clear for modern, it's just the magical and technological, and the combined worlds that would need more description :) I have many ideas for these but I think, since the characters are going to idealize their rebirth, should have a say as to how the worlds should function. And only until enough players decide to join can we begin to describe the sectors in which the universe is divided, who the sages will be, and decide what they're about. Again, I have ideas for these, but I think the players should decide exactly what kind of magical powers the sages will possess. Their absolute power being implied in the fact that they are the overseers of each sector. I'm guessing about 5-8 divisions, with a minimum of 4 if not many people decide to join.

Ranshiin
01-11-2014, 05:09 PM
I would be interested in that, except for the problem that we would still all be humans and stuff even when in the 'mid-world' and aspiring to achieve what we want to become o3o.

I'm not sure how it would work, anyway. It sounds like there might not be much interaction between individuals' characters or they'd quickly become disconnected due to having their own separate plans and worlds to go to.


Is just my opinion though; I'm not trying to bash the idea. I can't even come up with any! lol.

Neptuneon
01-11-2014, 05:29 PM
I would be interested in that, except for the problem that we would still all be humans and stuff even when in the 'mid-world' and aspiring to achieve what we want to become o3o.

I'm not sure how it would work, anyway. It sounds like there might not be much interaction between individuals' characters or they'd quickly become disconnected due to having their own separate plans and worlds to go to.


Is just my opinion though; I'm not trying to bash the idea. I can't even come up with any! lol.
edit2: thank you for replying by the way, I was beginning to feel disheartened that no one cared about trying something challenging and as open ended as this.
also, when you're in the midworld and put into the beta-challenge-world, each challenge you complete grants you a power-up of getting closer to becoming the person you wish to be reborn as. again, this is why I'd like to find someone who is interested in structuring this with me, if not already all the players who want to play and have decisions as to the "position" they want to be reborn as. Essentially, the happy ending will be that each player will, hopefully, be reborn exactly as they wished to be reborn when they imagined it in their deaths. And players who quit out of frustration will be given by a Sage a rebirth they would not have liked. Lol.


Original reply: Most of the events would be occurring in the mid world, where, say, you're an expert in magical anime, you'd be challenged in the modern/technological, vice versa. That's why the only trouble getting this through would be in getting enough people to pool in their ideas. so instead of "me" being the creator of the entire run of the show, each character would have a say as to what worlds they want to be reborn into, and "demos" of each world would be challenges to each character. So in the midworld, all sages would meet with you and tell you what world you will be tested in, in order to be granted rebirth in the world of your choice. So if you're an expert in technological fantasy, you will get tested in the magical fantasy. If more than one person chooses to be reborn into the same world, and, for example, both wish to be reborn as kings of a world similar to 14th century Europe, they would be put in a challenge against each other. This is still all very open to ideas, so if you went as far as reading this long idea then maybe we should get the structuring going :) we just need to set how many sages and sectors the universe will be divided into, and how many people will wish to compete. their death in present day earth, and rebirth into the world of their choice, will all be detailed by them as eloquently as they please. So, I'm very enthusiastic about getting this going, and will try to write out a structure to send to LadyP , so we can start at least the modern day beginnings. :)

edit 1: basically, each character will be a storyteller of their epoch while still alive on earth, and the meetings will happen during the midworld, where when you meet the sages, we should by then have a set of ideas from one character about a certain world the other character will be tested into. So, I'm guessing the basic structure of postings between people during the midworld introduction, will be similar to a character explaining the world he/she wishes to be born into, and the types of challenges their chosen position demands, and these will be tested unto another character. The fun in this is that if, for example, you're a fan of Sailor Moon, where their world is mostly magical/modern, would have to be tested into a world similar to that of "The Matrix", where their world is mostly time-irrelevant and sequential only by the character's goal (protect oracle from the business types). I'm not saying that the worlds should be exactly as a ready-made theme, because the fun in that would diminish quickly. that's why the death on earth will be important, because before dying, the character should imagine a world to be reborn into to their liking. This, the sages would already know, because the character would describe their deaths in their "death" post, and when you finally cross into the midworld, they will ask you where you want to go as if they know nothing, but will already know because they would want to know that your desire is pure and absolute. So if you wanted to be reborn as someone similar to Sailor Moon, your test would be whether you can live in a modern world as a peasant/CEO, or as a robot/master hacker in a technological world. Again, each world would be left to the discretion of the "reborn". I will begin searching ideas for how insightful and "moral" the challenges will be. I'm beginning to wonder if this whole set-up might sound too complicated, but if the players understand this, they will understand that, essentially, they are creating the worlds themselves and sharing their challenges/triumphs as a challenge to another. That way I don't become frustrated with a lack of structuring, and everyone will be as free as they choose.

edit3: the earlier on in these posts that you decide to join, you have preference to be a sage. the sages will be overseeing the challenges by consulting with the players who are well-read in each world he/she dominates.

Edit 4: this is a basic idea of the structure, but let me know if anyone thinks this is too big to pull through
Edit 4:

I'm going to put up a rough draft of the kind of structure that the game should cover, being that this rpg is about the universe.


The universe is a massively unexplored "thing" or "place", so all ideas can be made possible. The only question is how many sages will we have, and how many players will want to join. (I'm thinking a limit of 5-8 sages, and no less than 5-8 players, no more than 15)

The basic idea of how the story might go can be put into a list:


1. The player chooses any era, world, existence, he or she wants (even something as insignificant as a bug or bacteria, or virus, or whatever you want to limit yourself to) You introduce your position, your life as it is going, how you approximate death.

2. Manner of death . When you die, your body dies, but your brain continues alive where it is dreaming up the kind of world you would want to be reborn into. The sages can oversee in this stage, but can't do much because the player is creating his modern existence, and dying hopes for rebirth. to keep better track of the story I'm thinking there should be a limit of 5-8 sages, and no more than 15 players, no less than 8 players.

3. By now we have a collection of dreams and players, and sages. Everyone gets to meet each other as "spirits" in the Midworld, and will be asked how they should wish to be reborn.

4.The sages, already knowing, will be given the challenge of testing each player to his wits ends, trying to prove through the challenges that the player really wants to be reborn into their sector of dominance. So I'm guessing that the sages should be players who know enough about all possible aspects of fantasy or reality, to be overseers. They can consult each other if they need help with ideas, and should never deny help to each other. this will only slow down the game. The players, also already knowing the variability of dreamed-up-worlds, can study the "dreams" should they be put into a challenge similar to the dreams.

5. The sages consult how their players will be tested, and the players hang out as spirits in the mid world while they discuss. They have the option of flying through space and just hanging around in any random event or place in time, with no affect to themselves or others, because they are merely powerless spirits.

6. When the sages have agreed to the challenges through discussions via private pms, or by finding a common chatroom, they recall all the spirts and explain in which world they will be tested, and how they will be tested, and what sorts of powers they will begin with.

7. This is the entertaining part, where the sages will oversee each challenge they put on the player, and how the player reacts to them. this can vary from anything like manners at the dinner table, to how many fairies you can catch inside a volcano with only a few items to help you.

8. When the sage gets tired of testing his player, and the player gets tired of being challenged, the sage will discuss with the other sages if his player can be reborn into their chosen world or not. Again, irl, you can talk to your player via pm for all I care, if you want to come to an agreement of when the challenge should stop.

9. This is when the player and sages give in full detail their opinions of why the player got their wish or not, and full detailing of the player's reaction to their grant or "disgrant". The sage can choose your rebirth to be as amazing as you wanted it, or more, or he/she can choose to doom your next life, if you did badly on the challenges.

10. We can only hope we get this far, but this is where the players explain their new life, their new powers, and their new choices and outcomes. The sages are still overseeing, and the players have a spiritual connection with the sage, through being able to communicate with them through any power that befits their new-given world.


Edit 5: I would greatly appreciate any more doubts that you might have, seeing that the doubts present the discrepancies in the game and reveal better possibilities :)

Edit 6: I'M THRILLED TO GET THIS STARTED!!!!!!!!!!!!!!


Edit 7: here's an idea of how the universe can work with itself: http://www.youtube.com/watch?v=jI50HN0Kshg

Tetsanosuke
01-11-2014, 07:49 PM
... I'm not sure how it would work, anyway. It sounds like there might not be much interaction between individuals' characters or they'd quickly become disconnected due to having their own separate plans and worlds to go to...

This is one of my big concerns, which was noted on in Neptuneon's other post.



All the previously posted information.

It's not my intention to talk down the vastness of the idea, and given a proper medium could be very powerful in it's own way. I applaud your efforts, however I can not pin-point where I could find my own enjoyment from it in this format. I feel as though every player will almost become a writer of a separate volume of a novel's universe.

As of this time however I'm not feeling it. I do wish you the best for your idea however.

Neptuneon
01-11-2014, 07:55 PM
This is one of my big concerns, which was noted on in Neptuneon's other post.




It's not my intention to talk down the vastness of the idea, and given a proper medium could be very powerful in it's own way. I applaud your efforts, however I can not pin-point where I could find my own enjoyment from it in this format. I feel as though every player will almost become a writer of a separate volume of a novel's universe.

As of this time however I'm not feeling it. I do wish you the best for your idea however.

I figured this much, but I was hoping that, given my friend's list is empty, people who do have friends would enjoy this in the sense of being challenged together or separately. I guess the mind state of this would be a willingness to explore multidimensional imagery, and crossover worlds.

edit: The structure seems vast, but the intention is overlaid upon the idea of the different challenges that could occur when all the different worlds converge. I know it seems chaotic but the results would be rather impressive if the players understood the extents and limitations of the powers they would possess.

edit 2: Also, this is why the game would have sages, because they would be overseers of each world, creating the limitations to just how much the player has to think about how detailed their world would be. And the connection would be in the fact that each player is being challenged in a world another player created. I figured all of us have general knowledge of fantasy, and it wouldn't be so hard to conceive how another player would play in a world they created.

sunnyside
01-17-2014, 11:52 AM
Hurm. I guess in "groups" you can only make mini posts as you create "discussions" not "threads". Not sure why they did that.

I suppose I could start assembling things for the game for comment in this thread,, or I guess just try to finally edit everything together offline and throw it up as normal.

Ωmega I don't know what mod tools they have here, do you have the ability to clip posts out of one thread to make a new thread?

Ωmega
01-17-2014, 05:29 PM
Ωmega I don't know what mod tools they have here, do you have the ability to clip posts out of one thread to make a new thread?
Jes I can, though Ive never tried it, but the option is there

Ranshiin
01-18-2014, 12:39 PM
Hurm. I guess in "groups" you can only make mini posts as you create "discussions" not "threads". Not sure why they did that.

I suppose I could start assembling things for the game for comment in this thread,, or I guess just try to finally edit everything together offline and throw it up as normal.

Ωmega I don't know what mod tools they have here, do you have the ability to clip posts out of one thread to make a new thread?

You mean for the Seven Towers game you suggested? I remember you saying you'd poke me if you set that one up.

WNHK
01-22-2014, 07:27 PM
This is one of my big concerns, which was noted on in Neptuneon's other post.




It's not my intention to talk down the vastness of the idea, and given a proper medium could be very powerful in it's own way. I applaud your efforts, however I can not pin-point where I could find my own enjoyment from it in this format. I feel as though every player will almost become a writer of a separate volume of a novel's universe.

As of this time however I'm not feeling it. I do wish you the best for your idea however.

I agree, as much as I like the concept... I would want to participate with other people immediately, the idea sounds lonely.

sunnyside
01-30-2014, 11:38 AM
Alright, I keep fiddling with things but I think I need to get the ball rolling, or at least let you guys make some coments and start thinking about what you might want to do. What appears below is what I'm thinking of having for the start of the sign in thread. I'll add some more notes and the more detailed culture info when I get the chance.

--------------

Before diving into everything I’d like to make a few comments.

First I’ve had a lot of good experience here on anime forum with people where were new to RPing or who might not do so well getting through everything below and creating a character. So feel free to just shoot me a PM in you’re interested and I’ll help you out with making a character and how play by post forum games work. Feel free to shoot me a PM if your more experienced and just hit a snag of some kind.

Also this game is structure so that players can engage in some worldbuilding of their own. Your character could easily be the only player character from your particular city state, so you have a lot of latitude in describing that and your particular part of your cultures tower at the school. Also I think a number of people around here want to try out GMing but don’t necessarily want to run their own game for a long time. I’d like to support people in being able to be co-GMs for a group of players for a period of time, during which I’d still be around to support everyone. So maybe just keep that in your head as you read through everything and shoot me a PM if interested in that.

History:
The setting is a world very similar to ours except for the existence of magic. Society had developed into nations and ethnicities similar to ours. Technologically they had only advanced to knowledge of steam engines, but the addition of magic provided an impressive quality of life in many ways similar to what we have today, they didn’t have anything that quite matched the internet, but they were ahead in other ways like flying castles, being able to regenerate, and having a magical talking cat as a pet. However alongside those improvements to everyday life, more and more nations developed Magics of Mass Destruction (MMDs). Initially the concept of mutually assured destruction kept their use in check. But once too many nations had them that concept became meaningless because for certain types of attack it would be virtually impossible to determine which nation had used the MMD.

It isn’t known to this day who was doing what in the opening volleys of their third world war. What is known is that eventually every nation was using everything they had against all of their enemies in hopes of minimizing the damage they would take.

The result was worldwide devastation, the land rendered inhospitable in many ways by the different MMDs; such as volcanoes, poisons, and ravening hordes of bioconstructs, war golems, and undead. In time the concept of a “nation” essentially vanished from the thinking of the small bands of survivors scattered around the world in the few locations capable of sustaining life. These days relatively few people even know what the names of the old nations and ethnicities were.

As time passed, the survivors started building themselves out of their desperate situations. When they started communicating with each other what arose instead of new nations were cultures. Instead of having geographical boarders, these city states and bands of people were scattered and intermixed across the globe, linked by shared ways of doing things or using magic.

As they spread, the groups begin competing over the habitable parts of the world. Existing in tension and physical proximity but with relatively little cross cultural contact or understanding an unfortunate incident spread like wildfire and there was again world wide war. Lacking MMDs this war was nowhere near as devastating as the previous one. However it has only increased animosity between the cultures, and while there has been peace for twenty years as everyone rebuilds many fear another even worse war in the near future.

Against this backdrop some seeking peace have created a College intended to bring together youth from the seven largest cultures in the world, in the hopes that such contact between those who wouldn’t remember that last war might result in understanding and a better future. But does such an idea even have a chance for success or is it just an expensive way to cause more strife in a world where the cultures have not mixed well? Few in positions of influence really think the School of Seven Towers will do anything but perhaps hasten war, and continue preparing for battle. However many have signed up for the school and students and “faculty” are pouring in as the school hurries to be ready to start for the first time.

The Cultures:
Note that people from the different cultures generally don’t know a great deal about each other. So don’t feel you’re required to read up on all of them. You could just look into the one you’re interested in playing.

I think what I might like to have here are brief descriptions of the different cultures, with links to other posts where I describe them in more detail. I think that might make things easier to go through. What do you think? Ωmega Let me just put those descriptions here.

Bushido culture – This warrior culture with their emphasis on loyalty, mastery of martial arts, and honor to the death is the primary reason there are only seven main cultures as they managed to conquer other emerging cultures. They are not hypocritical in this and at least outwardly do not "mind" if someone else were to attack them. In the event they go to war with each other it is often quite formalized and polite, with combatants stopping to help their mortally wounded opponent complete their death poem before assisting them in Seppuku.

Therian culture – As part of their radical back-to-nature philosophy these survivors began using group rituals to transform their human bodies into something...different. Though in modern times there is great variety in forms such that you do find Centaurs, Chackats, Gargoyles, dryads, and forms designed for aquatic life, the vast majority appear as a basically human form with animal inspired traits such as ears, a tail, altered feet, animal appropriate eyes, whole body fur covering, and some alterations of facial structure.

The emphasis of their culture is on healing the land and having large families. As a result in modern times they are, by far, the largest culture in terms of numbers and claimed territory despite their heavy losses in the fourth world war.


Magitek culture – There is a certain excitement to invention and potentially great power to be gained from it. Technologically they only have a sometimes shaky understanding of physics, chemistry, clockworks, and steam engines, but by “cheating” with magic they are able to create an incredible variety of inventions from semi-robot golems, to freeze rays, to rocket boots, to airships (and they sometimes even work right!). Sometimes reclusive and sometimes building up armies of minions they tend to build up huge cities full of innovations.

Celestial culture- These people have discovered how to magically commune with each other and...something. And that something wants them to be moral. Other cultures suspect they've created their own self-sustaining delusion though a sort of telepathic connection. In any case balancing what seems right with the realities of the world is complex. Together they create massive stone Gothic style cities, ships, and so on, and massive machinery worked by huge numbers of acolytes doing the cleansing work of manning the capstans and winches. Their special capabilities are potent but, except for healing, rather unreliable and unpredictable, as are the effects of praying.

Wanderlust culture- Wanderers travel about in bands, seeking to enjoy their art, music, plays, and passionate love for romance and wine among the different cities and each other. They do not believe in personal possessions aside from it being rude to take something away from someone using it that very moment. So while they'll gladly work for whatever gets thrown in their hat, they are well known for parting the wealthy from their money and possessions, though in doing so they really do tend to share it with those who are poorer in those cities. All of this makes them wildly popular with the lower classes but regarded as vermin by those in power, unless those doing better really enjoy their shows. They continue to exist primarily through youngsters joining their bands, as having their own children really crimps their style.

Netherkin culture- At some point something happened to these individuals. It could be extremely traumatic, or as simple as a playground taunt. Either way, it really got under their skin, and it led them down this obsessive path. Netherkin develop the ability to shadow walk. A highly unreliable form of movement that draws them to other individuals suffering inside, this is a large part of how this culture spreads. Eventually their appearance starts to change(Emo, goth, vampire, "corpse paint" type metal rockers, necromancers, liches, ghosts). While initially they are often despondent, many eventually come to enjoy (or perhaps rather they just torment themselves by) creating art, poetry, and putting on concerts. In their half dead state they are able to draw on the assistance of spirits, and so often have servants of sorts, and the artistic ones may have groupies, they also seem to "live" for a very long time. Some seem to lose their grip on reality, vanishing entirely or becoming a servant for a different Netherkin. Those that stay attached to reality often have to cause physical or emotional pain to themselves or others to stay connected. Netherkin are often not welcome among those in power in larger cities.

Pactmaker culture- Pactmakers are able to create all manner of pacts between other humans and, other things. A key point is that most of them consider themselves highly moral, moreso than the other cultures, and are happy to expound upon that. At no point will they tolerate the insult of being labeled the "bad guys" despite a reputation as such. (Players may have to read some Objectivist and Libertarian writings and maybe some other philosophy to get how this works.) Often there will be masters, apprentices, and then large numbers of skilled laborers, serf, and "indentured servants" in their employ. They are often distrusted, but they have much to offer in many ways and they cannot simply lie or cheat in business ... if one is careful with the contracts. Their services are actually quite in demand and their airships, flotillas, and caravans continually travel the trade routes loaded with goods, and factories on the edges of other cities and in hidden caverns and outposts produced much valued goods. Though they can also assist with more personal matters.

Character Creation:
Characters should generally be college aged students from one of the main seven cultures. Other options are allowed though, especially for second characters, just shoot me a PM or post in the sign in thread with your concept.

There is a great variety in the quality of students coming to this college, however players are allowed to be among the most exceptionally gifted, having 60 character points to allocate and 40 left in reserve as potential (to be allocated later as your character learns). Characters may not realize they are so exceptional at the start of play. As such you do not have to allocate all of your starting points in order to begin play and can leave more as “potential.”

Points are allocated between Skills (which are non-magical), powers (magical abilities your character can perform at will or that are continually active), Magic Disciplines (versatile magical abilities that allow casting spells if your character has the time for it), and artifacts/companions (items or magical creatures/spirits/etc that are bonded to you and allocated powers of their own. Points spent on these count double…but there is always the possibility these could be taken from you).

Each of the different cultures has a different “package” that your character can take. These represent things that your culture values and is particularly good at teaching, and so not only is it appropriate for your character to take the package, but you get 40 points of stuff for only 20 character points. That said you don’t have to take the package if you don’t want to.

EDIT: Further, as one of the concepts of the game is to let players try their hand at world creation, let me know how interested you would be in engaging in some of that. Essentially this would be working out between the two of us some "space" where you're essentially the co-GM.

Name:
Age:
Culture:
Gender:
Appearance:
Hobbies/Interests: (Indicate one or two things besides “practical” abilities that your character has spent some time doing (various types of art, sports, gardening, etc) or is very curious about/interested in (magical pets of the world, being a fan of a certain type of music, different kinds of foods, etc)

Personality:


Point Allotment (Skills, Powers, Magic Disciplines, etc) :
Bio:

Note that part of the concept of this game is allowing a players some flexibility and some world creating fun. As such while you character may be part of one of the main cultures, those cultures are scattered across hundreds of sites and groups that do things quite differently. Your character may be the only one at the school from a given group and as such you are granted flexibility in describing what that group is like. Because that may require a lot of thought, you are allowed to start with a very short bio. Over time I hope you’ll develop the group(s) your character grew up with and greatly expand their bio. Just let me know when you make changes.


Sample Character:
Name: Maria Hernandez
Age: 18
Culture: Bushido Culture
Gender: Female
Appearance: She always wears her black hair in a tight bun, and has just a bit of makeup on her face. Her build is slight but well-toned and she stands five foot eight inches tall. Usually she wears light bamboo armor, and she always has her sword. Careful to ensure everything is tight and properly secured.
Hobbies/Interests: floral arrangement, people watching

Personality: She is very inward focused and is entirely unused to dealing with strangers outside of ritualized ceremonies. Being very distrustful, she would prefer to say no more than three words to anyone…but she may need help in completing her mission.


Point Allotment (Skills, Powers, Magic Disciplines, etc):

Bushido Culture Package (20 points)
[Skill (Kendo 10), Power(Unstoppable Cut 10), Power (Skyleap 10), Artifact (Enchanted Katana 10)]

Power (True Thought, counters abilities related to mind control and illusions, 20)
Power(Tracking, by meditating on a person or touching something they have recently been in contact with such as a footprint this power reveals their rough location if they are close by, 10)
Skill (Raise Kendo skill from 10 to 20, 10 points)

Potential (40 points in reserve)

Bio: Maria’s life was in many ways defined by her older brother bringing disgrace on the family by joining a band of Wanderers. Suddenly becoming their only child her parents became much focused on her. Between the looks she’d get from the other Bushi as a result of her brothers actions and her parents becoming overprotective she has lived a very isolated life, but her talents are impressive and recognized. She had returned some of her families honor by completing the rites of passage to become a full Bushi adult and earning her katana. Now she intends to gain the rest of it back by finding her brother and the Wanderers that seduced him. Knowing nothing about the Wanderlust culture other than their being horrible people who tempt away impressionable youth and having no leads whatsoever the School of Seven Towers presented the only path to success she could think of, and she has been developing a talent for finding those that wish to hide in hopes her brother one of those that took him might be there.

Ranshiin
01-31-2014, 11:27 AM
Congrats! Glad to see it finally getting somewhere. There's a sign-up thread?

I'm asking because obviously given I want to play a fairly specific character I'd want to be able to talk to you in order to figure out the specifics, as well as how I should probably allocate the skill points since he would in theory have a number of abilities I could have him use..

I'm guessing he would be a Therian, though? The problem is that he doesn't particularly fit their 'traits' except for his appearance. Hm...

Princess Lemon
01-31-2014, 02:05 PM
Question actually about this, if I have two characters could one of them be an instructor?

A second question to go off that, if I could make an instructor COULD they potentially be a Lich? :O

sunnyside
01-31-2014, 10:30 PM
Congrats! Glad to see it finally getting somewhere. There's a sign-up thread?

Not yet. But maybe before too long. I'd actually done a great deal with this. It's as much a matter of what to subtract as what to add. And thinking of how to structure things to be clear and get sign ups. Also considering the balance between the interesting interactions and such that I envision and what will actually "work" here on AF.



I'm asking because obviously given I want to play a fairly specific character I'd want to be able to talk to you in order to figure out the specifics, as well as how I should probably allocate the skill points since he would in theory have a number of abilities I could have him use..

I'm guessing he would be a Therian, though? The problem is that he doesn't particularly fit their 'traits' except for his appearance. Hm...

Well part of the idea is that while the cultures provide a backdrop for things individual players get to define their particular tribe/city/band, and/or to be somewhat different or actively rebellious from where they grew up. How does he deviate?

FYI the "package" for Therians is Biomagic 20 and 20 points of biomorphs of the players choice (which work like powers, except with physical representations, like having wings instead of just flying superman style which inherantly has some pros and cons like it being harder to fly in a tight space, but being able to hit something with a wing) after that you might add more biomorphs, skills, or whatever. Again, packages are optional.



Question actually about this, if I have two characters could one of them be an instructor?

Yes. They would generally have fewer points than a student player, but would be able to specialize in something and raise it beyond the student limit of 20.



A second question to go off that, if I could make an instructor COULD they potentially be a Lich? :O

I'd try to put that under "Netherkin".

Part of the idea of having seven cultures is that, hopefully, most characters someone might come up with will "fit" somewhere to varying degrees.

Princess Lemon
02-01-2014, 01:17 AM
Ah yeah, I saw Lich under Netherkin examples and got excited. It's been a while since I've played a Lich and I REALLY love Liches

Otherwise, I'm gunna start plotting out some character ideas

Ranshiin
02-01-2014, 03:04 AM
Not yet. But maybe before too long. I'd actually done a great deal with this. It's as much a matter of what to subtract as what to add. And thinking of how to structure things to be clear and get sign ups. Also considering the balance between the interesting interactions and such that I envision and what will actually "work" here on AF.



Well part of the idea is that while the cultures provide a backdrop for things individual players get to define their particular tribe/city/band, and/or to be somewhat different or actively rebellious from where they grew up. How does he deviate?

FYI the "package" for Therians is Biomagic 20 and 20 points of biomorphs of the players choice (which work like powers, except with physical representations, like having wings instead of just flying superman style which inherantly has some pros and cons like it being harder to fly in a tight space, but being able to hit something with a wing) after that you might add more biomorphs, skills, or whatever. Again, packages are optional.

That's cool, take your time.


As for my intended character ... well, as is known he's a dragon, but due to how you explained the individual cultures the only one that presently really fits is Therian.

I don't mind talking about this in public but you can PM me to discuss it if it's easier; however for the sake of comparison I'll give the basics on him in terms of his personality and powers as is "canon" in the story/world he's from. You can probably help explain what works and what doesn't, and some things could be changed.


Personality-wise: Generally very indifferent and somewhat cynical. He can come across as a bit rude or cold since he's usually only concerned about himself, and though he doesn't particularly shy away he tends to be a bit of a loner due to his attitude. His personality/character has its reasons for this as from a young age he was mistreated and left to fend for himself and he's more-or-less reluctant to rely on others for help, but he can learn to respect others and he's usually very reluctant on letting go of that respect once he has it.

Abilities-wise: A type of dragon in my story/world. He has effective immunity to being burned/injured by fire (but is in turn sensitive to cold, and any frost/ice magic). He has more physical strength than a human, and has wings with which he can fly. He has good control over some branches of magic and is able to breathe fire, as well as to use fire and wind-element magic in offensive and defensive manners. He can also use what is known as 'dragon' magic, but is essentially magic that manipulates his energy in his raw form rather than using it to 'create' other elemental magic - it tends to be of an explosive nature. He's skilled with martial arts and swordplay to back-up his magic and to take advantage of his natural strength.

Other traits that I can note but are probably irrelevant to the RP are that he's cursed, spiritually, and can use 'dark/shadow' magic as a result, and is technically classed as a 'dark' (evil) being despite technically being of neutral alliance.




In terms of the RP, as is obvious the only culture I can really class him as is as a Therian, but personality-wise he's much different to their 'norm' and could be seen as a rebel. Also it's not like he necessarily doesn't respect the world enough to help it like the others do, but more that he simply doesn't see the point.

His appearance I don't really want to change too much, but it's the personality and the abilities that are snagging me. Maybe he got sent to the school due to his attitude? Or maybe he signed up himself to try and meet people that he thinks aren't 'grass-hugging hippies'? Who knows.

I think the main problem will be narrowing down his abilities; increased natural strength, elemental resistances, magical skill, and martial arts/swordplay. He probably can't have all of them due to the skill-points system (and again, maybe his desire to learn one of these could be why he enrolled?) I'd like your opinion on it, really. Well, anyone's opinion.



... Also what's the correct age for the schools? 18-21?

sunnyside
02-01-2014, 02:25 PM
In terms of the RP, as is obvious the only culture I can really class him as is as a Therian, but personality-wise he's much different to their 'norm' and could be seen as a rebel. Also it's not like he necessarily doesn't respect the world enough to help it like the others do, but more that he simply doesn't see the point.

Maybe he got sent to the school due to his attitude? Or maybe he signed up himself to try and meet people that he thinks aren't 'grass-hugging hippies'? Who knows.

Maybe should be even more explicit when I make a sing in thread that a lot of students have chosen to come because they don't fit in or are tired of where they grew up. Based on previous games people on here a lot of people are going to want to make rebels or misanthropes.



Abilities-wise: A type of dragon in my story/world. He has effective immunity to being burned/injured by fire (but is in turn sensitive to cold, and any frost/ice magic). He has more physical strength than a human, and has wings with which he can fly. He has good control over some branches of magic and is able to breathe fire, as well as to use fire and wind-element magic in offensive and defensive manners. He can also use what is known as 'dragon' magic, but is essentially magic that manipulates his energy in his raw form rather than using it to 'create' other elemental magic - it tends to be of an explosive nature. He's skilled with martial arts and swordplay to back-up his magic and to take advantage of his natural strength.

Other traits that I can note but are probably irrelevant to the RP are that he's cursed, spiritually, and can use 'dark/shadow' magic as a result, and is technically classed as a 'dark' (evil) being despite technically being of neutral alliance.

I think the main problem will be narrowing down his abilities; increased natural strength, elemental resistances, magical skill, and martial arts/swordplay. He probably can't have all of them due to the skill-points system (and again, maybe his desire to learn one of these could be why he enrolled?) I'd like your opinion on it, really. Well, anyone's opinion.

Yeah, that's quite a spread.

Biomagic sounds potentially something like your "dragon magic". So the package might be fine.

Then take flight, enhanced strength, fire breathing, and armor (with fire strength/cold weakness) as biomorphs. Put whatever is left into a skill or two.

Maybe (Therian package biomagic 20 +20 points of biomorphs fire breathing 10, armor 10)

Biomorph (flight) 15 -as a biomorph this gives wings
Biomorph enhanced strength (10) -as a biomorph this would make him a bit larger, but give some resiliance for that.
Skill Martial arts 10
Skill Swordplay 5

Then leave the fire, wind, shadow, dark, etc magic stuff for things to potentially develop. Interest in them might explain why you character might interact with someone else.




... Also what's the correct age for the schools? 18-21?

Yeah, a little older might be OK as well.

Ranshiin
02-01-2014, 04:55 PM
Yeah, that would make sense that he would learn his magic at the school instead of already knowing it.

'Course, I don't fully understand the stats system (and I'm a little tired) so if you want you could help by just defining his stats given what I've said. I don't want to get confused about it, is all. Other stuff, such as his bio, I can work out. I just don't want him to be 'overpowered' or wrong or anything.

What you said seems pretty solid though, I guess. :)

Tetsanosuke
02-05-2014, 11:53 AM
What I'd like to see is how the point system applies to the game. Or should they be more like a representation of potency in those areas? I have a couple character ideas budding at the moment.

I remember you discussing a similar idea with me many months back, I'm glad to see you are well on your way in developing them.

sunnyside
02-06-2014, 10:30 PM
'Course, I don't fully understand the stats system (and I'm a little tired) so if you want you could help by just defining his stats given what I've said. I don't want to get confused about it, is all. Other stuff, such as his bio, I can work out. I just don't want him to be 'overpowered' or wrong or anything.



What I'd like to see is how the point system applies to the game. Or should they be more like a representation of potency in those areas? I have a couple character ideas budding at the moment.


The skill points don't exactly represent stats in the sense of strength, agility, intelligence, wisdom, etc. I suppose I don't include that concept at all, barring someone taking a power, biomorph, skill or somesuch that boost something to exceptional levels. Play your character as smart, wise, and charismatic as you want to or can.

There is a system for the interaction of powers that can be resolved with dice...but my intention is not to share it. I mean you guys don't want me to make you read a 400 page rulebook like a proper tabletop RPG would have, and even if I made one it'd probably be breakable prior to expensive playtesting and tweaking.

What I intend to give is the idea that ~5 points is a novice but effective level in a supernatural ability (i.e. you can hover around if a flight power), 10 points represents an effective power with some drawbacks or limits (you can fly all over just not that quickly, or you're fast but have a hard time with control), at 20 points (the max for starting characters) you're solid in that ability (fast, controlled, and with endurance etc).

If you're competing with someone or NPCs you have the option to deal with things cinematically (no dice rolls, just RPing), but you can ask for dice roles when and if you'd like (for example two players both really want to win a race/fight/etc), a third option is Karma. I really liked Karma from Nightmarchers. This is where you can make requests of me or other players to exceed what you might otherwise be able to do (often applied after a post that over reached, allowing the game to keep rolling without disruption or players feeling something was unfair). In Nightmarchers this was rather explicit, with characters starting with a certain amount of karma and myself giving them costs for certain things. Here I think I'll make it more obfusicated to simplify play and make spending and gaining it more fluid. You might gain karma when you let other players get one over on you, when you humor your GM in various ways, or if it gets low and I need something to happen to somebody for the story....

Again I'm hoping those choices will improve practical game playability. What do you think?

Ranshiin
02-07-2014, 10:48 AM
It's cool. It's not that I didn't understand the concept of distributing points, rather I just couldn't make sense of what I should do with them (hence why I asked for your opinion).

I think what you gave as an example for me is a good starting point, given that certain things (i.e. his magic) will be something I think my character learns over the course of the story.


As for things such as fights, I've always tried to employ a sense of 'fair play' in what few organised things have happened in RPs, so I think that setting the outcome of fights won't be too difficult; it could be decided behind closed-doors that a scenario will result in victory/failure for one or several/all people involved as a means of plot evolution or simply resorting to the tried-and-true method of "rolling a dice and letting fate decide."

I would rather it be like that than people quabble over 'godmodding' or being OP (which I guess is what the purpose of skill points are for - to provide balance, strength/weakness etc.) I'm happy to take on the random chance idea if it comes to that, and the Karma idea too. (I often dabble with the concept of the balance of good/bad karma in the story I'm writing, as well as sometimes making it seem like divine intervention ... whether for better or for worse.)


For the character-stats thing, I'll take what you said and keep it as that for now; I'll look it through now and again. How many points does a character have in reserve, btw? I think you said 40. I'll have to think on how best to distribute those points over character development, especially when the concept of learning new things comes into play.


:)


(btw my feet are fucking killing me :/)

Tetsanosuke
02-09-2014, 09:15 PM
So if my (Sword Art) Skill and my opponent's (Fire Magic) matches it, in a contest or fight we'd have a stand off? So I could possibly redirect the flames and my opponent could deflect my ki-blade strikes? Just want to understand how it would work.

My concern is the issue we find in tabletop gaming, that usually spellcasters win out in the long run.

sunnyside
02-09-2014, 09:50 PM
How many points does a character have in reserve, btw? I think you said 40. I'll have to think on how best to distribute those points over character development, especially when the concept of learning new things comes into play.

40 (and you will likely earn more as you play as in all my games here).




(btw my feet are fucking killing me :/)

Out of curiosity why (is it the thing where the first few steps in the morning really hurt and then it isn't so bad?)


So if my (Sword Art) Skill and my opponent's (Fire Magic) matches it, in a contest or fight we'd have a stand off? So I could possibly redirect the flames and my opponent could deflect my ki-blade strikes? Just want to understand how it would work.

My concern is the issue we find in tabletop gaming, that usually spellcasters win out in the long run.

Um, was that addressed to me?

GameGeeks
02-09-2014, 11:31 PM
My concern is the issue we find in tabletop gaming, that usually spellcasters win out in the long run.
Not only do they win out but they curb stomp everyone past the curb. I may or may not have played a Shadow Mage in D&D that could bend space and time. Gnome to so he was a touch mad. Gotta love illusions made real and the wish spell being cast with a level 0 spell slot for no penalty since it was still technically an illusion. All of which is achieved by level seven.

Ranshiin
02-10-2014, 09:11 AM
Not only do they win out but they curb stomp everyone past the curb.
My character's technically a Spellsword ... but I deliberated around the whole 'spellcasters are OP' thing by making his magic very inefficient - in other words, by making him get worn-out quickly when using lots of magic in a short timeframe.

So there's that. And dice rolls. And Karma. I'm pretty sure sunnyside is experienced enough that he can get round the whole problem of magic being the ultimate OP power xP



Out of curiosity why (is it the thing where the first few steps in the morning really hurt and then it isn't so bad?)
Nah, actually it was that I've bought a new pair of hiking boots after wearing my previous two pairs out trudging into town on a daily basis, and my walk to/from college on Friday put a huge swelling/blister on the sole of my foot near the toes because they're not properly worn-in yet.

Hurt like hell. Long walks suck :/

sunnyside
02-10-2014, 11:25 AM
Not only do they win out but they curb stomp everyone past the curb. I may or may not have played a Shadow Mage in D&D that could bend space and time. Gnome to so he was a touch mad. Gotta love illusions made real and the wish spell being cast with a level 0 spell slot for no penalty since it was still technically an illusion. All of which is achieved by level seven.


My character's technically a Spellsword ... but I deliberated around the whole 'spellcasters are OP' thing by making his magic very inefficient - in other words, by making him get worn-out quickly when using lots of magic in a short timeframe.

So there's that. And dice rolls. And Karma. I'm pretty sure sunnyside is experienced enough that he can get round the whole problem of magic being the ultimate OP power xP

First of all, welcome to the thread GameGeeks. Actually, is this your first time in the RP section?

Second I'll assume that balance thing is directed at me now. There are a few things to bear in mind on that front:

-There aren't restrictive "character classes" as such. Just, you know, classes that any character could get a seat in. :P In the (hopefully unlikely event) that you think something is OP you have 40% of your starting character points held in reserve, so you can get in on it.

-I expect that much of the game will not revolve around combat. Now socializing and interactions can occur largely irrespective of your characters abilities. But what I'm saying is that you might want to be careful about pigeonholing your character as combat only.

-In this setting while magic is extremely flexible, it is always slow, so in a number of settings a magic specialist could be in trouble.

-In general I find that the issue with magic users becoming OP in tabletop games comes from the "fighters" or whatever being very mundane. So they become just a bit better with swinging a sword while the mage is flying around invisible and raining down meteors or whatever. However here I'm expecting more use of powers, which makes things more like superheroes vs mages. Note that you could make a character that only uses skills and no supernatural anything. That would be a rather extreme character (that might be interesting), but would probably feel underpowered except in the specific situations where you have strong power/magic cancelling, countering, stealing, etc effects in play.


Hurt like hell. Long walks suck :/

I might have once agreed with you, but I'm changing my mind on a lot of things. I'm finding convenience is the precoursour to bad health. Back when I had "bad jobs" I could maintain good fitness relatively easy just because it was part of my day to day life whether I felt like moving around or not. Increasingly they're finding that "good jobs" like mine now where I sit around thinking all day will kill you.

GameGeeks
02-10-2014, 11:48 AM
Ranshiin Comment was more agreeing with yeah, magic can be broken. But if you're doing it it can be a lot of fun.

sunnyside Nah, I tried the section back in 2010 and decided it's not my taste. I prefer real time roleplaying. Now if someone where to host something once a week on a program like openrpg or the new roll20 site, then I'd be willing to rp her again. And yeah, fighters can be mundane. Which is why I like the Tome of Battle from 3.x. They have three fighter classes that use a variety of stances. Still doesn't compare to magic but still can make a powerful char using it. Especially if you munchkinize the char. And these days it seems everything will kill you. I also believe I talked to you about your current RP a year and a half ago or so.

Ranshiin
02-10-2014, 11:57 AM
I might have once agreed with you, but I'm changing my mind on a lot of things.
Yeah. I put on a fair bit of weight after leaving college since I went from walking a good one/two hours a day to/from the main bus station to just sitting at a desk job and typing into databases for a bit. There aren't any buses from where I live that go directly to college anyway so when I have to go that way it's a 40-minute walk either way, and uphill too (hence my feet getting all messed-over using new shoes).

I don't mind the walking. It's nice enough, I'm just not a fan of sore feet after the 40-minute hill-climb and then being on your feet the whole day anyway doing ICT practicals. I'm pretty sure once these boots're worn-in a bit then it'll stop being an issue since I've been making the same journey since September with my old shoes with no problems =P

Tetsanosuke
02-10-2014, 12:09 PM
The reason I posited such a question was the lack of an established system or machanic to point out the particulars. In DnD 3.x and Pathfinder there is the action economy, and most spells remain a standard action while a full attack is a full action. Since its play by post, and without a necessarily in depth explanation for the nature of how magic is done (for the sake of length really) I wasn't sure where the boundaries were.

I'm also assuming we get to define the skills when we make them? Example:

(Swordplay) would be general proficiency with a sword.
(Swort Art) could be proficiency at combining kii and swordplay into something one might see in Rurouni Kenshin or some other anime.

Or are there pre-sets that have been left out for the sake of space?

GameGeeks The Tome of Battle is my favorite 3.X Material, and I rarely get the chance to use it. I'm anticipating Pathfinder's Path of War books which are supposed to bring a similar element to PF.

GameGeeks
02-10-2014, 01:23 PM
Tetsanosuke You can easily conver the ToB to Pathfinder. They're pretty much the same game. You would just have to make a few minor tweaks like skill requirements.

Princess Lemon
02-10-2014, 04:23 PM
I've actually been trying to get a campaign going on roll20, however I face the problem of not having enough people willing to join (1 for sure, POSSIBLY 2) and I don't know if I'll have the time to run it since I'm busy with school this semester. I guess if I had 4-5 people and we discussed schedule something could happen.

Also Tetsano has asked some questions I've been wondering so thanks Tetsano

GameGeeks
02-10-2014, 04:45 PM
I've actually been trying to get a campaign going on roll20, however I face the problem of not having enough people willing to join (1 for sure, POSSIBLY 2) and I don't know if I'll have the time to run it since I'm busy with school this semester. I guess if I had 4-5 people and we discussed schedule something could happen.

Also Tetsano has asked some questions I've been wondering so thanks Tetsano
Generally when I've participated in D&D it was along the lines of once or twice a month on a weekend. Was more back in high school but you have plenty of free time there.

Princess Lemon
02-10-2014, 04:50 PM
Generally when I've participated in D&D it was along the lines of once or twice a month on a weekend. Was more back in high school but you have plenty of free time there.

That is so much more sparse than what I'm used to.

Maybe it CAN work out

GameGeeks
02-10-2014, 04:52 PM
That is so much more sparse than what I'm used to.

Maybe it CAN work out
It's sparse but you generally go for seven hours a session. And it's easier to get free time two nights a week then it is every week. With every week you get much more cancellations due to life.

Tetsanosuke
02-10-2014, 09:54 PM
Tetsanosuke You can easily conver the ToB to Pathfinder. They're pretty much the same game. You would just have to make a few minor tweaks like skill requirements.

We've done it before in our group, but our group tends to have only a couple main DMs for whatever reason, myself included. To date I seem to be the only one who always allows it. When P-Lemon was in MI he was one of these so he knows what I'm talking about.

I'm excited for the new content mostly for its novelty, secondly for the chance to be able to use it as a PC.

As for an online game once or twice a month I'm interested but short on time. Our weekly group plays for roughly 12 hours every Saturday and I feel lucky for that.

But I have found my play style and generally preferred character style preferences piqued by the PF Magus base class.

sunnyside
02-10-2014, 10:09 PM
The reason I posited such a question was the lack of an established system or machanic to point out the particulars. In DnD 3.x and Pathfinder there is the action economy, and most spells remain a standard action while a full attack is a full action. Since its play by post, and without a necessarily in depth explanation for the nature of how magic is done (for the sake of length really) I wasn't sure where the boundaries were.

I'm also assuming we get to define the skills when we make them? Example:

(Swordplay) would be general proficiency with a sword.
(Swort Art) could be proficiency at combining kii and swordplay into something one might see in Rurouni Kenshin or some other anime.


Rather like that. Though I need to post the cultures and their "package" sets of powers.


[MENTION=26633] Nah, I tried the section back in 2010 and decided it's not my taste. I prefer real time roleplaying.

To be fair since 2007 there have only been three games here that really had a good run (Magic Mixer, Nightmare Hunt, and Nightmarchers). I'd have remembered if you were in mine and it looks like you weren't in Nightmare Hunt so you might have had bad experiences due to the games you chose. (Not that the GMs were bad, I can't speak to that, but it's tricky to run a game here and it isn't fun to play when the thing is falling apart.)

That said I do appreciate tabletop if you have the time and the people, I've had a lot of fun with that, it just isn't practical for me with the job, wife, and kids. I haven't liked online chat style so much.

Although forum games here are rather different than typical tabletop fair due to having very very different player demographics compared to what you'd find in any tabletop group (in my experience). That's actually a large chunk of why I make games here despite the extra difficulties.

GameGeeks
02-10-2014, 10:47 PM
Tetsanosuke Yeah, I'd allow ToB any day. It's probably the most balance source book in out there. And I'd stay away from most third party material in Pathfinder. Here's looking at you Mystic Godling.

sunnyside It's more reaction RP that I prefer. You don't have Nth amount of time to think about it. If you're starting a new game I'll ponder it but we'll see.

Princess Lemon
02-11-2014, 12:09 AM
We've done it before in our group, but our group tends to have only a couple main DMs for whatever reason, myself included. To date I seem to be the only one who always allows it. When P-Lemon was in MI he was one of these so he knows what I'm talking about.

I'm excited for the new content mostly for its novelty, secondly for the chance to be able to use it as a PC.

As for an online game once or twice a month I'm interested but short on time. Our weekly group plays for roughly 12 hours every Saturday and I feel lucky for that.

But I have found my play style and generally preferred character style preferences piqued by the PF Magus base class.

In my 6 month "self exile", I'm questioning my lack of allowing it in my games. I think it's because Josh helped provide insight on how it's bleh--but honestly with the homebrew feats we made so Fighter and Ranter etc can get some dip in it--it's not that bad and adds beautiful flare to the game.

Well I realize now that I was a bad DM and feared people breaking the game even though you guys don't aim to do that (except Chad's game but he basically said "BREAK IT")

I miss the 12 hour D&D PF days, and dude you make a good Magus--perhaps that will be your icon Character :O

Tetsanosuke
02-11-2014, 12:39 AM
Tetsanosuke Yeah, I'd allow ToB any day. It's probably the most balance source book in out there. And I'd stay away from most third party material in Pathfinder. Here's looking at you Mystic Godling.

sunnyside It's more reaction RP that I prefer. You don't have Nth amount of time to think about it. If you're starting a new game I'll ponder it but we'll see.

I have found that a fair chunk of third party material has been lax or even lackluster at first glance. Dream scarred Press did a good job converting Psionics to PF, so I'm ready and willing to see the Path of War material.

But I've only perused the stuff on the SRD, so I'm not necessarily well read up on all the 3rd party stuff. But I am currently using third party Magus Arcana in our game. Just two so far. They seem pretty nice so far.


In my 6 month "self exile", I'm questioning my lack of allowing it in my games. I think it's because Josh helped provide insight on how it's bleh--but honestly with the homebrew feats we made so Fighter and Ranter etc can get some dip in it--it's not that bad and adds beautiful flare to the game.

Well I realize now that I was a bad DM and feared people breaking the game even though you guys don't aim to do that (except Chad's game but he basically said "BREAK IT")

I miss the 12 hour D&D PF days, and dude you make a good Magus--perhaps that will be your icon Character :O

An agile striker with somewhat versatile options that doesnt sacrifice raw damage potential tends to be my niche. Sure I'm no tank, though I was forced into the position earlier in the game. Lol.

My magus survived the first true boss fight of the game, so hopefully I can keep him until the end.

sunnyside I'm glad I could be a small font of ideas. As for the time issue, I'm already feeling it and I'm not holding down a household yet. My sympathy/empathy is yours.

GameGeeks
02-11-2014, 01:39 AM
TATsanosuke It's on the SRD for Pathfinder. At least stay away from Super Genius Games. For the Godling one of the versions lets you pick your casting stat and pick what ever spell list you want, including those from prestige classes. Meaning you can have some of the more powerful spell lists out there. And they get special abilities like crazy. Link (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/eldritch-godling)

sunnyside
02-18-2014, 12:00 PM
Alright I need to start putting these things out (for one thing putting the text here means I can edit it much more easily). I’ll put this one out first because it might be the one that needs the most work (even in the little blurb earlier.) I figure, this being an anime forum, this culture may have broad appeal. However their aggressive nature as a culture and sense of superiority may tend to cast them in a poor light. I want the cultures to be nuanced and have problems that could create tension to fuel RP, but I need people to be in those cultuers to have that happen! Though of course players will likely often be rebels, so maybe this isn’t even a problem if I stress that early on...

Another question would be how much length do you think I can get away with? I'm thinking this (about one page in a word doc), is what I should limit myself to.

The blurb from above:
Bushido culture – This warrior culture with their emphasis on loyalty, mastery of martial arts, and honor to the death is the primary reason there are only seven main cultures as they managed to conquer other emerging cultures. They are not hypocritical in this and at least outwardly do not "mind" if someone else were to attack them. In the event they go to war with each other it is often quite formalized and polite, with combatants stopping to help their mortally wounded opponent complete their death poem before assisting them in Seppuku.

Longer history and cultural information:
One of the paradoxes of warfare in both the real world and this one is that while one would think that casualties would be primarily sustained by those fighting the battles, if a war is on ones own soil there are often far greater numbers of civilian deaths, because the combatants are dug in, protected, armed to defend themselves, and have often appropriate survival supplies and food.

So it was that in the course of World War Three only the warriors that we deployed abroad and along defensive positions on the borders came to survive after Magics of Mass Destruction were unleashed upon their nation, eliminating the civilians and government . This left the combatants with their weapons, command structure, and bushido ideals intact but with little idea of how to grow food or rebuild. The idea was already present among the generals that their ideals were ideal and that it was proper that they should rule and so it did not take long for them to start conjuring groups of survivors, and they feel it is right and proper that they should come to rule over the entirety of the world.

Over time there is some divergence to what a “true” Bushi believes, sometimes it more resembles and feudal code or the Jedi code. But it is always codified, and while the Bushi feel they are superior, they also are required to be generous, merciful, and generally feel they need to actually be good rulers. That is to say that they don’t think they are superior or should rightly rule just “because”, rather they feel they are required by their code to become superior and they should only act so when it is true (which they feel it always is).

Men and Women are equally allowed to be Bushi. They are expected to have numerous children that they raise in the ways of Bushido, emphasizing martial proweress, but also philosophy, artistry, and equanimity.

Blended in with this culture are the “subcultures” of the myriad groups of survivors that they rule, who still largely have freedom to live as they wish. Should they prove useful they can gain a measure of respect among the Bushi, and they may be allowed to learn the support skills of ninjitsu and enchanting that can assist the Bushi, though they are often led by a particularly skilled Bushi with those skillsets.

Package:
Bushido Culture Package (20 points)

Skill (Kendo 10)

Power(Unstoppable Cut 10) – this power increases the cutting power of the users weapon, and allows them to cut through anything, including stone walls, though at a limited depth per strike for something that hard.

Power (Skyleap 10)-This allows for powerful leaps and at this level allows the Bushi to safely glide down from any height.

Artifact (Enchanted Katana 10)- upon attaining the skills above, the individual becomes a true Bushi in a ceremony where they bond to a sword provided to them by the community.



It's more reaction RP that I prefer. You don't have Nth amount of time to think about it. If you're starting a new game I'll ponder it but we'll see.

Out of curiosity why do you think having time to think (if you want to take it) is a bad thing? Also, with the single exception of Paranoia, tabletop games also tend to allow and players sometimes take quite a bit of time to think, and given the "wargamish" aspect of such games I don't think that's generally considered a bad thing.

By the way, have you ever thought of running a game here? We could really use some more life here. Since to a degree multiple games help each other, I'd be willing to help you promote it.

GameGeeks
02-18-2014, 12:56 PM
sunnyside I never said it was a bed thing. Just that it was a preference. With reaction, you really have to know your character ahead of time. And yes PnP can give some time to think, but that's generally in combat and not, say, interacting with the king of a country. That's generally don't rather quickly. Play by post seems more of the latter but with the slowness of PnP combat. As for running, I did try to get a PnP game going a few years back but no one was interested.

sunnyside
02-18-2014, 08:51 PM
sunnyside I never said it was a bed thing. Just that it was a preference. With reaction, you really have to know your character ahead of time. And yes PnP can give some time to think, but that's generally in combat and not, say, interacting with the king of a country. That's generally don't rather quickly. Play by post seems more of the latter but with the slowness of PnP combat.

Question#1: Any idea why a little time to think before speaking isn't your cup of tea?

Question#2: How do you handle that anyway? Most (all?) PnP games have a stat associated with Charisma and usually various skills to support it. Thus, if it actually matters, you tend to get people who lack social skills attempting to get away with "I negotiate with the king" *rolls dice*. Just curious.



As for running, I did try to get a PnP game going a few years back but no one was interested.

Do you mean in real life, AF in Chat, or AF in this board?

GameGeeks
02-18-2014, 09:34 PM
Question#1: Any idea why a little time to think before speaking isn't your cup of tea?
Just fifteen years of doing it that way. After a while you just get used to doing things a certain way.


Question#2: How do you handle that anyway? Most (all?) PnP games have a stat associated with Charisma and usually various skills to support it. Thus, if it actually matters, you tend to get people who lack social skills attempting to get away with "I negotiate with the king" *rolls dice*. Just curious.
You'd be surprised at the number of systems that don't have this. For those that do you still RP it out and a good DM would decide if a roll was needed. A player doing what you described would be chewed out by the DM and other players. Even if you RP well and get a low roll, failing the check, it doesn't have to be about your character's persuasiveness but can simply mean the NPC is hard headed or was never going to budge in the first place. I've never seen a charisma check made with players interacting with other players. Just against NPCs. And in a way it acts as a way for a DM to be unable to simply say it doesn't work. For those systems that don't have it, just hope you have a reasonable DM.


Do you mean in real life, AF in Chat, or AF in this board?
More using a third party program with AF members as the players.

Ranshiin
02-19-2014, 08:06 AM
It's funny. I know my character really well but I still struggle at being 'quick' when it comes to reacting to things. I think it's because I have trouble initially 'seeing' the event/situation and ... well, basically imagination issues, but then once I get going I'm fine.

Admittedly, this makes me terrible at real-time fights, because I have to stop and think on how to word myself. It's not that I struggle to understand how my character needs to react because I don't, but it's that I have trouble putting into words. Besides that, being able to take my time to write a response is better for me owing to time constraints. I've done a few live RPs with friends where we got into it so badly that sometimes responses were taking upwards of 15-20 minutes because everyone was thinking so deeply into what they wanted to do. Kinda defeated the whole 'live' part of it since we ended up just typing stuff and AFKing for half an hour and coming back when Skype pinged.

XD.


As for the thing about the separate cultures, sunny, you could do a 'short' and 'long' version and put the long version in Spoilers so people that are interested could read into the backstories a little deeper, and then those that don't want to have the shorter version for reference? My character seems to have a few minor Bushido traits judging by your long explanation of the culture but I'm still sticking with the Therian stuff because of who/what he is. Maybe I can work those traits to my advantage (i.e. give them a logical reason/purpose in the RP).

sunnyside
02-19-2014, 12:17 PM
Just fifteen years of doing it that way. After a while you just get used to doing things a certain way.

Fair enough.

Though since Ranshiin mentioned it, I do recall that often such interactions were very slow IRL. I'm remembering quite a few times now where the players would go OOC and discuss what the speaker should say.



You'd be surprised at the number of systems that don't have this.

Maybe. What published systems don't? (Obviously homebrews may not. For example the one I'm putting together doesn't).



For those that do you still RP it out and a good DM would decide if a roll was needed. A player doing what you described would be chewed out by the DM and other players. Even if you RP well and get a low roll, failing the check, it doesn't have to be about your character's persuasiveness but can simply mean the NPC is hard headed or was never going to budge in the first place. I've never seen a charisma check made with players interacting with other players. Just against NPCs. And in a way it acts as a way for a DM to be unable to simply say it doesn't work. For those systems that don't have it, just hope you have a reasonable DM.

I've seen a lot of variations on dealing with the issue actually (and heard a lot of complaining), I was just curious how you went about it.

I find divergence especially occurs when a character has a truely exceptional capability that the player can't come close to matching (often that just ends in disillusionment for the player).



More using a third party program with AF members as the players.

Yeah, that'd be hard. I've found people surprisingly unwilling to move off of a given forum. (And often trying to lure them away is a rules infraction, I'm not sure about here)



As for the thing about the separate cultures, sunny, you could do a 'short' and 'long' version and put the long version in Spoilers so people that are interested could read into the backstories a little deeper, and then those that don't want to have the shorter version for reference?

Using spoiler tags is an awesome idea! Thanks :D



My character seems to have a few minor Bushido traits judging by your long explanation of the culture but I'm still sticking with the Therian stuff because of who/what he is. Maybe I can work those traits to my advantage (i.e. give them a logical reason/purpose in the RP).

Yeah, it could work well if you character feels somewhat drawn to a different culture. That could explain why you might interact with or end up in the same place as someone else's character.

GameGeeks
02-19-2014, 04:44 PM
sunnyside Just gonna go by your quote break down.

1. Yes, but you still get interactions. It's also not unusual for an ingame event to spark a story about a previous campaign.

2. Off the top of my head, the Uni system and I believe early incarnations of Shadowrun. And I believe the first edition of D&D. Though I've never been able to get my hands on those rules.

3. Yeah, and it's not unusual for those instances. Take Int for example. Say a char has 25 Int. That would be beyond the greatest minds to ever live. So of course a player can't match it. In these instances it's just roleplayed to the best of a players ability and some suspension of disbelief is had. Not much can be done about it. And really, charisma is probably a rather easy stat to RP if you think about it. Especially when you get past charisma it just being about persuasiveness. It's more force of personality. A villain can have high charisma but he isn't going to convince a neutral good farmer to kill a village. But he will strike fear in said farmer just by being there.

4. Wouldn't be taking them to another forum. It'd be using a program like openrpg. Which has it's own chat feature, dice roller and grid to use.

Ranshiin
03-16-2014, 07:32 AM
is this text/turn-based RP stuff still going ahead or has everyone gone to that table-top-RPG website?

Just wondering because it's gone -very- quiet here.

sunnyside
03-16-2014, 02:57 PM
is this text/turn-based RP stuff still going ahead or has everyone gone to that table-top-RPG website?

Just wondering because it's gone -very- quiet here.

I'm here and still interested in running a game, but I worry about this board (and AF as a whole). I actually just finished up a series of books, so I suspect this will be the next thing I turn my attention to. I'm sure I'll at least put up a sign in thread and see if I'm lucky and the issue is just a lack of GMs as opposed to a lack of players.

Tetsanosuke
03-17-2014, 01:38 PM
It's just been the same story with me, finding time to log on via my computer. It gets very frustrating trying to type everything out from a mobile device, so I've mostly scanned over things and posted poetry the last while.

As for running a game I'm now a DM again for my group's weekly game, and still a ST for a game I attend on Thursday, so I'm not in a good position to confidently GM a game here.

sunnyside
03-18-2014, 12:07 PM
Some design notes:

Maybe in going into this I should point out that having cultures instead of races is deliberate, and meant to better facilitate character interaction. For example relationships could develop between any pair, though differing cultures could make that complicated. I hope that it also makes things easier to understand and RP since, while the physical form is altered in a few of the cultures, you’re dealing with people. It also plays into the setting in that many of the tensions come from the fact people can change culture, with young adults in particular being prone to getting fed up with their culture or being temped away by another.

Cultures ought to be believable enough given the supernatural power rich somewhat post-apocalyptic setting. But it is fine and expected that many characters wouldn’t be entirely comfortable with the one they choose to have come from (even given their ability to vary things for the particular city-state they hail from). It might be interesting to have a few that think their culture is the greatest thing ever and just want to show it off to the characters, but that isn’t needed.

Anyway lemmi put down some stuff on the Therians


Even when there were still nations, there were groups of people in each who felt that they had a special connection or affiliation with animals instead of people. Or they just happened to enjoy forms of art and entertainment that featured anthropomorphized animals. Most actually lived in urban settings, but some were also very much into camping or developing primitive survival skills. When the Magics of Mass destruction were unleased in the Great War they tended to target urban population centers. Since members of this fandom knew each other, they fled to those campsites and their fellows with the survivalists and campers becoming the leaders due to their skills. Using magic to achieve a transhuman anthromorphic form was already a known technique, but it was general only used by a small proportion of people due to the different societies generally labeling those who did it as freaks. With the collapse of society many more made the change, and after that many others who were with them did it out of peer pressure or pragmatism in the face of having to survive in a dangerous apocalyptic world. Eventually as different groups established contact with each other they started calling themselves Therians and differentiating themselves from other survivor groups primarily by their transhumanism, but also by the emphasis they developed on healing the land, community, and having sexual and cultural mores that tended to produce large families.

Children are born as “normal” humans, but are expected to select a transhuman form after puberty. They are then transformed through a ritual involving the rest of their tribe. In modern times there is great variety in forms such that you do find Centaurs, Chackats, Gargoyles, dryads, and forms designed for aquatic life, the vast majority appear as a basically human form with animal inspired traits such as ears, a tail, altered feet, animal appropriate eyes, whole body fur covering, and some alterations of facial structure. There are also many who appear almost entirely human with minimal animal features, such as only having cat ears and a tail. However these are often viewed with suspicion due to being “not Therian enough” and parents worry about them leaving as such individuals can blend into a different culture relatively easily.


Package 20 points

20 points of biomorphs
For most purposes biomorphs work the same as powers, however they will have a biological physical aspect to them that usually produces something of an advantage and a disadvantage.

For example a “normal” flight power simply allows one to fly (superman style). However a flight biomorph would involve a pair of wings. This could make it so that flight in or through a tight space isn’t possible, but you could also perhaps use a wing to hit something. Feel free to propose the physical aspects of whatever abilities to suggest, but I’m here to help if you feel stuck.

20 points of biomagic
Biomagic can achieve things like temporarily adding biomorphs to someone or enhancing one that already exists, healing, finding life signs, attacking living beings, or accelerating and manipulating growth. This is used to perform much of the land reclamation that Therians are famous for.

Princess Lemon
03-19-2014, 10:53 PM
I've been super busy with my second semester. I only have 2 months left so I haven't had much time for writing out RP ideas sadly.

Hopefully after this semester I can start something

sunnyside
03-20-2014, 12:02 PM
As a point of tension (and explination for the need of the school) I had elaborated on the recent war, and had some number of Therians held as sort-of slaves by some of the other cultures.

At this point I'm wondering if thise would be "too much" and/or would turn off potential players or if it would make things more interesting and make more sense. Ranshiin Black-Cat0001

I'm also debating how much time should have passed from the war to the starting of the school and the game. Origionally I was thinking a longer time (24 years) so that player characters wouldn't have been involved in the war. But that would mean the collaring situation has gone on a long time, and the captured Therians would generally be middle aged or older. I'm thinking of maybe instead going with a six year gap. Thoughts?


As the ever expanding territory of the Therians started bumping up against other city states, tensions started to build. The spark that started the war was actually an accident. A Magitek head researcher had run out of places to store his chemical waste, and holding tanks are relatively difficult to produce these days. So instead he looked around for a different solution and discovered a pre apocalypse war waste pipe. Once he determined that wherever it went was quite some distance away from the city, he dumped the waste into it without giving it much thought. Where it went was to an old stormwater runoff retention basin that a Therian tribe had converted into a healthy and lush lake with a village built up around it. The results the pipe unleashed upon them were horrifying. The few terribly injured survivors traveled to other tribes, often with dead loved ones in their arms, and begged for vengeance for their destroyed families against what they assumed was a deliberate attempt to obliterate their tribe in order to claim their land for exploitation. Word spread, and one day a mighty hoard descended on the entirely oblivious Magitek city. Mercy was in short order that day. As defenders deep in the city tried to hole up to survive, a number of people escaped in airships and contacted non-Therian cultures begging for help against the onslaught and calling up favors owed and alliances made. As those groups started attacking the Therian hoard, other tribes of Therians joined to help their fellows. This process spiraled out of control and eventually most of the planet was involved. Ultimately the Therians were defeated and negotiations started. In time people got to the bottom of what had actually happened. While an uneasy peace took hold around the world, that could not erase the anger of those who had lost loved ones in the conflict.

There was also the question of what to do with all the Therian prisoners of war, which in some cases included all survivors from a tribe. Many were consumed by rage and a lust for vengeance against those that had killed their loved ones and families, others were filled with sorrow or psychologically broken from the terrors of war or their losses. While it wasn’t always clear who had done what, it was known that many of the prisoners had racked up kills of their own and not always just against enemy soldiers, so many cultures felt justice demanded they not simply be set free. However keeping angry Therians with their magic and biomorphs in prison was deadly and costly. In the end magic collars were developed. They essentially enslaved the individual by suppressing their memories from before they were collared, filling them with calm, and giving them a predisposition to follow orders. It was claimed this was a mercy for such traumatized individuals, or at the least much more humane and enlightened than giving them “what they deserved”.

While the Therians continue to heal more lands, they are upset about some lands that were stolen from them during the war, and about their fellows still held in collars. Tensions are rising again, and this is what led to the creation of the school where the game takes place.

In game, characters from certain cultures could have collared Therians in their control, or would at least have some in their tower. As always, these represent generalizations as opposed to rules.

Bushido culture: They have taken responsibility for most of the Therians that they had captured, and more or less treat them like their paid servants from their conquered cities. As collared Therians are calm, follow orders, and are not predisposed to speaking unless spoken to, the Bushi actually tend to prefir them.

Celestial culture: The celestials felt a responsibility to keep Therians from falling into abusive hands, but are too fearful of what might happen if the collars were removed, so many collared Therians are found in Celestial cities. This is very awkward for the celestials who oppose slavery and if anything treat the collared Therians better than a typical celestial. Therians are still expected to “put in honest work,” but the celestial giving them orders usually appears quite emberassed.

Magitek Culture: The Tech Mages don’t have slaves as such, however they often have minions whom they can be rather absent minded about in terms of payments and such. The collared Therians generally just blended in with the other minions and at least get fed well enough for their labors.

Netherkin culture: Netherkin are highly variable, but some have certain cruel needs in order to continue their existance. Those were more likely to have gotten involved in the war, and may have relished the opportunity to gain some thralls.

Pactmaker culture: This culture already had the concept of indentured servitude, and so individuals gladly took “responsibility” for as many collared Therians as they could. They treat them as slaves, but “rationally” in that they generally seek to keep them in good health and decent spirits.

Therian culture: The Therians largely stayed on the same side of the conflict and would free their collared fellows if they could.

Wanderlust culture: This culture doesn’t keep any collared Therians (or much of anything).

EDIT to self:

Consider pointing out that children may be tempted away by the big cities of other cultures, Therians may gain people in part because the transformation can help in creating a new life for someone that wants to leave their past behind and get a fresh start.

Consider 30 pts of biomorphs (no single one over 20 points) and 10 points of bio-magic, giving them more room to grow and less of a "magic" aspect they may not like.

Perhaps shift emphasis to transhumanism, and their exploration therof.

Ranshiin
03-20-2014, 03:31 PM
I'd have to give it some thought, sunny, especially as to whether I should decide that my character would be one of those 'collared' Therians that managed to get out of it or not, and whether that might affect his reason for being at the school/college or not.

He's more-than-likely going to be some sort of outcast anyway.

sunnyside
03-21-2014, 12:01 PM
I'd have to give it some thought, sunny, especially as to whether I should decide that my character would be one of those 'collared' Therians that managed to get out of it or not, and whether that might affect his reason for being at the school/college or not.

Does that mean you at least like having that be a part of the game?

Ranshiin
03-21-2014, 12:38 PM
Does that mean you at least like having that be a part of the game?
It would be your RP but I could roll with the idea of racial/cultural abuse/slavery. It might help to add some depth to each culture as to how they perceive and interact with one another in the face of the war that happened and whether they attempt to abolish the outstanding 'standards' in order to get along or if personal opinion and stereotype is going to always cause trouble/strain.


I'd still need to work these sorts of things out. Personality I don't have a problem with but there could be a range of potential backstories and purposes or intents for me to consider. I'm just unsure as a result of what changes something as 'simple' as this could cause in terms of plot or story or interaction with others.



Also, it's not just my opinion that matters as, since I'd be the one playing the Therian character (at the least), then the opinions of those who'd have to interact with my character should be considered too. :)


edit

My character would be around the 17-19 age-range if it helps.

Ωmega
03-21-2014, 01:08 PM
Yeah, I'd go with a gap of under 10 years, maybe even under 5. It would give time to rebuild and having to adjust to the new norms after war. The characters would all have experienced the war in some way, shape or form and add to their character over a bunch of characters who only know of the war from their parents.

sunnyside
03-21-2014, 04:13 PM
Oh, and one other thing I was thinking off adding to the different cultures was lists of sources for inspiration or to grab artwork for potential character descriptions.

For the Bushido culture, there are quite a few anime, series, etc.

But I could use a little help with the Therians.

Ranshiin
03-21-2014, 04:57 PM
I'm unfortunately not too sure how I could help with the Therian side of things really, given that my character's only going to be of that culture because I'm stubborn as fuck about what type of character I play.

"Fucking furries." I hear you all say.

xD.

Ωmega
03-21-2014, 05:00 PM
Yeah, arent they half-human, half-animal? "Furries" would work, or even the neko-girl, kitsune-girl, etc kinda stuff

Ranshiin
03-21-2014, 05:07 PM
Yeah, arent they half-human, half-animal? "Furries" would work, or even the neko-girl, kitsune-girl, etc kinda stuff

Well it would work, yes, but I'm still not sure how I specifically could help the Therian culture especially since my character might fit in appearance/background only and not necessarily in interests x3

sunnyside
03-21-2014, 08:24 PM
I'm unfortunately not too sure how I could help with the Therian side of things really, given that my character's only going to be of that culture because I'm stubborn as fuck about what type of character I play.



Yeah, arent they half-human, half-animal? "Furries" would work, or even the neko-girl, kitsune-girl, etc kinda stuff

It's just that I'm not in the fandom and don't have so much in the way of references.

I guess I saw SpicexWolf with ummm...Holo. But there's gotta be more out there then that. I mean I saw the first could episodes of Inuyasha, and so there's that guy. But I don't know if he's the only not human thing in the show or not.

There's probably stuff outside of anime. I've heard of Chakats enough they have to have something. And there are Yuan ti and half dragons from D&D and whatnot.

If push comes to shove I guess I can google around to get something of a list. Or maybe people interested in Therians would tend to be like Ranshiin and have a character in mind that they might have drawn themselves from the get go.

GameGeeks
03-21-2014, 08:47 PM
sunnyside Yeah, might have to be specific with half dragons from D&D. There's so many ways of doing it it's not funny. And I just don't mean the different types of dragons like bronze, green, etc. There's the traditional mating with a dragon method. The Bahamut method which involves a rebirth process.

sunnyside
03-21-2014, 09:51 PM
Yeah, might have to be specific with half dragons from D&D. There's so many ways of doing it it's not funny. And I just don't mean the different types of dragons like bronze, green, etc. There's the traditional mating with a dragon method. The Bahamut method which involves a rebirth process.

Actually, I've never played the current version of D&D, I just know they went on and on about the half dragons in the promo materials. What I'm shooting for is to "hook" people by giving them a spark of inspiration that makes them want to sign up, instead of having no idea what sort of character they'd want to play and closing the thread. You'd have to select how the character looks, figure out how to represent how you think they should work in the system this game uses (which I could help with if it isn't obvious), and they'd come to be that way through magic ritual.

At least that's how things stand now.

Actually, now that I think of it, wasn't there an anime called half dragon or dragon half?

Oh hey and Star Fox! They've kept making Star Fox games and/or featuring him in other games so people still know him right? His art would fit as a Therian that got his hands on some Magitek culture gear.

Ωmega
03-21-2014, 11:16 PM
You could also browse DA. Lots of (http://precia-t.deviantart.com/art/Anthro-Cheetah-guy-design-Zien-commision-407675982?q=gallery%3APrecia-T%2F7552918&qo=56) good (http://precia-t.deviantart.com/art/Lilith-demon-Woman-design-commission-441235400) stuff (http://precia-t.deviantart.com/art/Mechanic-anthro-wolf-design-Anctient-commission-440823237) there (http://precia-t.deviantart.com/art/Winged-guy-design-Tertian-commission-416336424?q=gallery%3APrecia-T%2F7552918&qo=39)

And thats just from one artist

More (http://haveconquest.deviantart.com/art/Queen-Suzu-Concept-Sketches-299323168?q=favby%3AKisaragi-Zeet%2F3414779&qo=496)
Dont mind the blood (http://latyll.deviantart.com/art/Elk-338924460?q=favby%3AKisaragi-Zeet%2F3414779&qo=387)
This could probably work too (http://shrimpheby.deviantart.com/art/Blue-Succubus-372767480?q=favby%3AKisaragi-Zeet%2F3414779&qo=282)
Insect people? (http://nijuuni.deviantart.com/art/The-Way-To-A-Lady-s-Heart-is-Through-Her-Stomach-385672996?q=favby%3AKisaragi-Zeet%2F3414779&qo=218)

GameGeeks
03-22-2014, 12:37 AM
Actually, I've never played the current version of D&D, I just know they went on and on about the half dragons in the promo materials. What I'm shooting for is to "hook" people by giving them a spark of inspiration that makes them want to sign up, instead of having no idea what sort of character they'd want to play and closing the thread. You'd have to select how the character looks, figure out how to represent how you think they should work in the system this game uses (which I could help with if it isn't obvious), and they'd come to be that way through magic ritual.

At least that's how things stand now.

Actually, now that I think of it, wasn't there an anime called half dragon or dragon half?

Oh hey and Star Fox! They've kept making Star Fox games and/or featuring him in other games so people still know him right? His art would fit as a Therian that got his hands on some Magitek culture gear.
Not talking current. Current D&D is crap. I'm talking 3.5 and earlier. If doing the magical ritual route then the Bahamut route might be an interesting idea. Link (http://www.wizards.com/default.asp?x=dnd/iw/20060105b) for more information and ideas. Feel free to modify what you want and ignore the mechanics part at the bottom.

Ranshiin
03-22-2014, 07:12 AM
Well, I was simply assuming that my character (in the story) would have taken the whole animal transmutation thing like everyone else does, only he went practically the whole way with it or something (because y'know, he's weird).


But that aside I'm now a little confused about why all of this talk sprang up x.x; You said yourself that the Therian culture can be anything from minor changes (ears and tail, like nekomimi?) to drastic changes such as a near full-body alteration similar to my character? I was simply going to go from that as far as my character's appearance goes, even if furries can technically fit into the latter side of it.

The whole "fucking furries" thing was a joke regarding my stubbornness xD. Not because of the nature of Therian's body alterations being similar or identical to it.



Also yeah it's Dragon-Half, but that's not really a 'furry' anime. I think the closest one I've seen that I've heard of is Legendz - and that's what my character's appearance is based off of. I don't really think Japan understands furries anyway.


In reality I want to stick with the character and a similar personality because I'm working on his story/novel-thingy still and given that I haven't worked on it in so long then RPing here as him would make it easy to keep myself 'in his mind' so to say.

I didn't see anything wrong with what you suggested regarding the Therian culture in this RP anyway, I'm still pretty adaptable o.o

... This topic got weird. heh.

GameGeeks
03-22-2014, 11:00 AM
... This topic got weird. heh.
Only because of your sic fascination.

Ranshiin
03-22-2014, 11:28 AM
Only because of your sic fascination.

Y'all started it! xP

GameGeeks
03-22-2014, 12:20 PM
Y'all started it! xP
I started nothing.

sunnyside
04-21-2014, 09:41 PM
I'm thinking of renaming the "Celestial culture" the "Spiritual culture" as I want people to be able to quickly guess at stereotypes in play to avoid confusion and make signing up easier.

I also think I probably should include suggestions for sources of art for the same reasons.

Still accepting feedback. It's ever so tempting to write more. But I suspect one page is about the tl;dr limit and I want to leave people enough room to make their specific city state and leave freedom for how individual players fit into the world.


The spiritual culture, sometimes called the Celestial culture, is largely defined by their discovery of communal magic. It allows them to connect with each other, with what they call the Celestial Entity, and those of their order who die while having a strong enough connection with the Entity. This desire for eternal life shapes much of their existence. Though the Entity is…complicated. While they can connect to it and can pray to it if they like, it does not truly speak back. Instead they get something more akin to feelings. As far as they can tell, the entity wants them to be moral, peaceful, honest, giving, modest, and perhaps a bit prudish. The path is not always clear cut. For example they may feel driven to peace, but they’d also feel driving to protect each other and innocents or to keep their youth from turning away from the entity. In such situations they tend to just feel bad no matter which route they take, unless they can come up with some third option.

Other cultures suspect they've created their own self-sustaining delusion though a sort of telepathic connection, and since the dead they can contact don’t seem to be having new experiences in their “afterlife” the joke is that Celestials manage to not live twice. They also have a bit of a reputation for being crazy as they tend to first be very welcoming to the needy and concientious to any that want to leave their culture. Shanty towns increasingly full of debauchary tend to build up around their cities. Similarly other cultures often continually encroach upon their lands, with nothing but a firmly worded letter to warn them off. Tension builds until one day the negativity is too much, and what results tends to be a vicious ethnic cleansing by people who do not much fear death. They prefir to use their communal abilities to turn a small number of combatants into super soldiers or to use large gun type weapons that remove the personal element from combat.

Still, normally they’re just the sort of people you’d want to deal with and be around. Living hard working modest lives as they focus on their work. Joining together via their communal magic as they carve out massive stone cities (often Gothic in style) out of barren and hostile lands, creating stone ships, airships, and tracked vehicles powered by the magically enhanced strength of acolytes turning capstans and winches. Or tending gardens if possible or yeast/bacteria thermal vats in order to feed and clothe themselves and the needy. They also tend to have large families. The culture would be larger if not for how many children are drawn away. Though in any case they often become uncomfortable being alone, as that rarely happens within their cities.

Spiritual package (20 Points)
Cummunal Magic (20 points): Cannot be used on oneself. One can commune with another willing living person to telepathically communicate with them, heal them, ward them, or boost one of their abilities by your communal magic rating. One can commune with decesased friends and relatives to talk. Or one can “pray” to the Celestial Entity, which has very unreliable and unpredictable results.
Enhanced strength (10 points, power)
Enhanced resilience (10 points, power) (both of those for handling the hard labor of life within this culture).
Potential Art Sources: The average folk by medieval peasants or monks. More recently Abnegation might fit well. Clerics and that sort of thing; especially for healers. For there big guns maybe the Anime “Cannon Fodder” from memories or scenes from masses working in Battle Fleet Gothic.

For those that engage in the distasteful act of direct combat they tend to appear as Knights/Paladins or similar themes. Also, for those boosted by masses using communal magic, you can get ridiculously heavy weapons and armor such as you might find in sci-fi series (Daemon Hunters from 40k particularly come to mind). While this list has a western flavor, you can easily instead use the styles of different spiritual backgrounds.

Ranshiin
04-26-2014, 06:55 AM
The celestial/spiritual ones seem an odd bunch to me. Perhaps it's because they -are- strange or that they might appear to behave like they're 'above' everyone else. I see them being some sort of mixed-bag ... some people pushing them around, perhaps, for their strange behaviours but others intimidated by their abilities.



I wonder if anyone would take that culture, though? I mean I can't because my character would be predominantly Therian-based, at least in background/appearance. That's just what I think, though. I just feel like I can't respect them for some reason O_o

sunnyside
04-28-2014, 12:10 PM
Wanderlust Culture

Wanderlust culture- Wanderers have no cities or villiages of their own, but

instead travel between the cities of other cultures. They spend their time

enjoying and sharing their art, music, plays, dancing, and passionate love for

romance and parties among the different cities and each other. The wanderlust

culture continues to exist primarily through youngsters joining individuals or

bands of wanderers that travel through, as having their own children doesn't work

well with their freeliving and traveling lifestyle.

They do not believe in personal possessions, aside from it being rude to take

something away from someone using it that very moment or to take something from

the poor. So while they'll gladly get by on what gets thrown into their hat or

shared with them, they are well known for parting the wealthy from their money and

possessions. Though if they manage to get more than they need they really do tend

to share it with those who are poorer in those cities.

All of this makes them wildly popular with the lower classes and the young, but

regarded as vermin by those in power, anybody with much that is worth stealing, or

parents who are worried about their children running off with some wanderer.

Usually the decision to travel to another town is more a matter of them making a

run for it.

Their abilities are geared toward their lifestyle. In addition to the package

below, Wanderers are allowed an extra hobby/interest, one that is appropriate to the culture, that they are skilled at to a professional level.

Waderlust culture Package (20 points)

Empathy(10 points, power): This ability allows them to read surface emotions and

intentions of those in the vicinity and to get a very general "feeling" for a

nearby person. They do not have to be able to see someone for this to work, but that does tend to help. This ability serves the important purpose of helping them find people who would

enjoy a Wanderer showing up in their home or tavern or at least might be interested in a street performance or perhaps buying a painting. It assists in letting them read a crowd to know if what they're doing is going over well. Just as important, it also helps alert them when someone is coming for them or it's otherwise time to get moving.

Grace(10 points, power): While often taught or explained under the prence of enhancing dance and artistic freerunning, at its heart this ability is about getting from point A to point B FAST. Because it is a power it is less involved in skillful moves and more about the ability to run very fast, perform incredible jumps, to run up walls, and to handle great falls. Often wanderers will later develop freerunning as a skill as well. While they prefir to travel about by stowing away or befriending someone with a means of transportation, sometimes they also have to use this power to get between cities.

Freedom magic (10 points, magic): This magic involves a set of abilities that the Wanderlust culture associates with freedom. This involves all manner of bypassing locks, wards, traps, attempts at detecting the wanderer through magical means, and mind control. It also serves as birth control.

Illusion magic (10 points, magic): Illusions can affect all the senses, however the more senses one attempts to fool the harder it is to do a good job of it. This is often used as part of Wanderer performances. Such as creating music to dance to if musicians aren't availible, or a costume change for an improv play. Since Wanderer fashion is often quite noticible and body art not uncommon, Illusions are also helpful with moving around in a city full of people hostile to wanderers...or when one is otherwise where others think they shouldn't be.




I wonder if anyone would take that culture, though?

I guess we'll see. I might look through the phrasing again.


I just feel like I can't respect them for some reason O_o

None of the cultures are meant to be overly idealized. I'm expecting some people to think Therians sound like freaks.

Ranshiin
04-29-2014, 02:27 PM
None of the cultures are meant to be overly idealized. I'm expecting some people to think Therians sound like freaks.

I know GG does. :P

GameGeeks
04-29-2014, 04:30 PM
I know GG does. :P
I what now?

sunnyside
05-02-2014, 04:09 PM
Pactmaker Culture:


The Pactmaker culture is named for the type of magic they use, which is able to create all manner of pacts between people and...other things beyond the mortal realm. However beyond that their culture is defined by their libertarian/anarchist philosophies, chiefly anarcho-capitalism.

When society collapsed under the onslaught of Magics of Mass Destruction most groups of survivors gravitated towards creating some new form of governance. This led to most of the other current cultures. The anarchists took it as their moment to bring their ideals into existence, leveraging those who knew pact based magic, mostly lawyers and notary publics at that time, in order to make things "work" without a government. There are many different kinds of libertarian and anarchist philosophies, and there are some groups others still out there for the different types. However when people think of the Pactmakers they think of the anarcho-capitalists, who believe in freedom from governments and their aggression in favor of radical self-ownership and respect for private property. Functions traditional performed by the government instead being provided by individuals, corporations, or pact based magic. Their definition of self-ownership is that "each person enjoys, over himself and his powers, full and exclusive rights of control and use, and therefore owes no service or product to anyone else that he has not contracted to supply."

The "contracted to supply" portion is important to note. Much of the rise of this culture was due to individuals or small cells seeking out groups of survivors that were on the verge of death and offering salvation...to anyone willing to sign the magically binding indentured servitude agreements. This is a common practice on their part to this day. Make no mistake though, they consider themselves highly moral, and any criticism of those actions will be met with pointing out that others were willing to instead sit by and let those people die. Would that have been better? They used no threats, no force, no deception, no dishonesty, merely a bargain. They are similarly able to defend their other libertarian/objectivist beliefs and actions. They don't only employ indentured servants, and are willing to enter into all manner of labor contracts with willing workers. They are known to pay and reward skilled individuals well enough to lure people away from other cultures.

While commonly seen by other cultures as "filthy exploiters", they also have a reputation as being the best people to do business with. They are usually quite willing to put themselves under their own pact based magic as a guarantee of their products and services, or to operate under non-disclosure clauses when helping out with all manner of "personal" matters.

However their dreams of creating large cities have not panned out. They generally blame this on aggression by the "macrogovernments" of the other cultures. Instead they operate from the small towns on the outskirts of other culture's cities, from hidden compounds, from well-defended lairs, or out of their sometimes quite large caravans of wagons, ships, or airships. Usually one individual is ultimately in control of these, with a number of like-minded Pactmaker "subcontractor" apprentices, and however many workers or indentured servants they have under contract.

At the school, it is common for a Pactmaker student to have a relatively high level of material wealth, a servant of some sort, and/or a collared Therian. Though some are currently low on funds and are instead high on ambition.

Pactmaker package (20 points)

Pactmaking (magic, 20 points)

Pactmaking can be used to create a binding agreement between two people. Higher levels of skill allow for more complex agreements and stronger enforcement. At twenty points a contract creates a strong mental compulsion to comply and can attempt to enforce even an "on pain of death" penalty. However both might possibly be resisted by a strong enough individual.

Pactmaking is can also be used to interact with, make deals with, and summon creatures beyond the mortal realm. There seem to be a great variety of such creatures, or perhaps this magic actually forms them from a single type of thing or out of nothing. In any case it works and some things out there are incredibly powerful. Entities can either be summoned to act on their own or summoned to possess the Pactmaker, altering his form and adding their abilities to the Pactmaker's own. Individual arrangements can be made (even rather on the fly), but for every five points in Pactmaking you can have a particular arrangement ready to go (either for possession or separate summoning).

Common examples are Blood Daemon's and Observers, with many Pactmakers of this level of skill having arrangements to summon and be possessed by both, as they demand nothing for their services. However feel free to pitch your own ideas to me. The baseline for abilities an entity has is equal to the points the Pactmaker has in Pactmaking magic, but often the actual creatures summoned have more but have drawbacks or demands.

Blood Daemon (10 points Enhanced Strength (power), 10 points flight (biomorph, wings), 5 points melee fighting (skill)): Blood Daemons appear as humanoids with red skin and bat wings and want little more than to tear living things apart with their teeth, horns, and claws. So long as a Pactmaker quickly provides a target these creatures are fully willing to do his bidding. Getting them to NOT attack can be difficult if they are independently summoned.

Observer (10 points enhanced senses (power), 5 points telepathic connection to summoner (power), 10 points invisibility (power): Observers appear as a vaguely humanoid ripple in the air. They just want to see and experience something interesting and tend to reliably go where they are sent, and relay back what they experience telepathically on demand. But they may be drawn away by something they find sufficiently "interesting". They prefer not to fight. When used for possession ignore the telepathic connection and increase enhanced senses to 10 points

Spirit Servant (10 points, select 20 points of powers). Good help is so hard to find. The sprit servant is an entity that you have dedicated some of your personal essence to in order that they can continually exist in the physical world. Their appearance can be varied, but often Pactmakers have them appear as an almost human butler or maid. They can act independently or be "summoned" which transports them from wherever they are at the moment to the Pactmakers side. As they contain some of the Pactmakers essence if they are destroyed this also weakens the Pactmaker for a day for each point dedicated.

Artifact (10 points, select 20 points of associated powers): Pactmakers frequently have some affluence and it is common for them to have acquired and bonded an artifact.

sunnyside
05-23-2014, 11:51 AM
Netherkin culture (which is meant to facilitate a number of different sorts of character types)


At some point something happened to these individuals. It could be extremely

traumatic, or as simple as a playground taunt, it could be entirely in their head as

they ponder life, pain, and meaninglessness, or perhaps they started spending too much

time with an existing Netherkin. Regardless it started them down this emotional and

obsessive path. As their mind turns inward it can begin to tap into something of a

mental connection with other Netherkin and the dead subconsciously teaching them how to

bend their potential to the powers of a Netherkin, and eventually this can trigger a

physical change. Usually there is a period where they show some physical and emotional

signs of what is happening. But if someone doesn't notice and care enough to act the

transformation can complete and they become something not entirely alive, and often the

first thing they do is walk into a shadow and leave their family forever. Once they

reach this point it can become very hard to turn back to "normal" even if they at some

point achieve a measure of happiness.

Their new apperance and manner can very greatly (Emo, goth, vampire, "corpse paint"

type metal rockers, necromancers, liches, ghosts). So too can their manner. Some are

rather despondent, other rave and yell, others take to creating art, poetry, or putting

on concerts as a way to express their emotions or compensate for the lack thereof.

However they act, a Netherkin is at risk of losing touch with reality entirely and

suffering a sort of mental death. To prevent this they require intensity of

emotion...and to drain some energy. They can actually do this to themselves via self

harm like cutting or playing music until their fingers bleed. They can also attack

someone else and feed off their fear and energy. Performing for a willing participant

or even a whole crowd can also achieve this result, and while emotion of some sort must

run high, a crowd means that the energy drained from each individual can be fairly

negligable.

Due to their partially dead nature Netherkin tend to attract undead and spirits

whether they like it or not. Some of the Magics of Mass destruction created zombie

plauges, used necromancy to create skeletal armies, opened up rifts through which ghosts

poured out onto enemy cities or armies, or otherwise created undead. Most wander the

earth mindlessly searching for prey. However being near a Netherkin returns a measure

of sentience. As a result most Netherkin live not so much in large communities but in

their own isolated castles, mansions, or dungeons made or refurbished by undead

servents. Their abilities to travel through shadows then lets them interact with the

broader world.

Netherkin package (20 points)

Netherkin form (power, 20 points)
The Netherkin gets to choose, as described above, how they appear. The result of this power is that the Netherkin is extremely resiliant and while their body more flows back together they do something rather like regenerating, and while it is debated how much they're living this allows them to potentially exist for a very long time. However they do need to experience emotion and drain energy as described above. If they engage in self harm this power doesn't recieve the bonus it usually does. Additionally while bright light does not harm a Netherkin, they tend to find it distracting and uncomfortable.

Shadow walk (10 points, power)
This power is a form of teleportation. But it only allows the individual to vanish into or exit from a sufficiently dark location. Controlling where one comes out is hard. At this level one could only specify anywhere in a city sized area for a distant location or somewhere within a building for a closer location. But it becomes easier as more points are allocated. Going "home" is relatively easy. If they are traveling aimlessly Netherkin tend to be drawn to people experiencing the sorts of emotions associated with Netherkin. By holding together, Netherkin can bring along additional people or undead, however it becomes painful and draining once more than one additional person per five points in the power are included.

Undead affiliatation (10 points)
To an extent this is a power and will affect the mentality of undead you may come accross. Although even if they gain a measure of sentience it doesn't mean that they might not attack you. However more secifically in addition to some number of undead hangers on, this grants you one or more undead servents (up to one for every two points allocated to undead affilitation) their total points in skills/powers can total up to twice the points in undead affilitiation. They can either travel with you, be left to some task, or, because of their link to you, left "in the Shadows" after a shadow walk. You can "retrieve" them by reaching into a sufficiently dark place and pulling them into the world.

Gazkul
05-25-2014, 07:21 PM
so the RPG section seems to have died......

GameGeeks
05-25-2014, 10:39 PM
so the RPG section seems to have died......
Most sections have. Most of the anime, art, tech, etc. Only real active section is misc.

sunnyside
05-25-2014, 11:45 PM
so the RPG section seems to have died......

Yeah, I've been considering starting another game after Nightmarchers completed. Which is what a lot of this thread is about. But I'm worried there isn't the playerbase anymore.

Ranshiin
05-26-2014, 06:52 AM
I'm still around. I've just been busy with college.

And, y'know ... nothing new happening here information-wise. I mean I've read everything, but myeah.

sunnyside
05-27-2014, 03:42 PM
Magitek Culture:

The Magitek culture is dominated by the excitment of discovery and investion. Frequently to the point of obsession such that other cultures wonder if there is a hidden aspect of madness or something addictive to the sorts of magic that the Tekmages use.

Whatever the case the significant cities of the Magitek culture are full of wonders. When it comes to actual science and engineering knowledge Tekmages are actually quite limited, relying chiefly on steam engines and clockwork, with only a very basic understanding of electomagnetism and chemistry. However their use of magic allows them to greatly enhance what they can achieve. Being able to embed magical heat sources and artificial inteligences withing their systems steam powered monstrosities stomp along the ground and fly through the sky alongside "impossible" inventions such as freeze rays and teleporters.

This has afforded a measure of power to the Magitek culture, however they are limited in being able to leverage such power due to their disorganization. The best inventors tend to be the most respected and are those who weild the most power due to their devices, however they are often the least interested in personal hygene to say nothing of day to day governance. There are a great many varieties of governments established in Magitek cities, however it's just as frequent that a government will have been formed but it doesn't do anything because few want to attend the meetings unless there are major local issues or a temporary fascination with political science or rhetoric. But this varies as does the type of governance and economic policy. Within Magitek cities you have a number of guilds, workshops, and research towers full of masters, journeymen, and apprenteces. However you'll also have a vast population of people, biological constructs, and sentient magitek golemns living and working among the madness.

Possible sources of art and inspiration: Steamboy (anime movie), Last Exile (anime), Girl Genius (webcomic). Deadlands(RPG), Dr. Horribles Sing Along Blog (web series check it out), Jules Verne's novels, Final Fantasy games, to an extent World of Warcraft goblins/gnomes, Haven't heard of those or steampunk? Seen the, *sigh*, movie "Wild Wild West?".

Magitek Package (20 points)

Science and Engineering (skill, 10 points) this represents the basic but broad knowledge that a Tekmage builds on when using and creating inventions.

Magitek (15 points, Magic): This represents the Tekmages ability to combine magic with their technology. It is used in the creation and use of Magitek devices, both permanent ones but also Juryrigged/"MacGuyvered" inventions. It is often required to actually safely use a Magitek invention. People without sufficient skill may be unable to make a device even work (such as a freeze ray), or be unable to SAFELY use a device (such as a steam powered jet pack or rocket boots). Even for technological devices that would actually work, such as a train or flintlock pistol, this Magic can be used to provide a bonus to their normal use, in addition to being used to "tinker" with them.

Artifacts (15 points): Please list inventions that sum up to 30 points of powers. This will likely require some collaboration with me as magitek devices often have advantages/disadvantages.

I'm also thinking I need to add something to the beginning of the sign in thread like:
"I would like to point out early on that as part of this particular game I'd like to share the fun of worldbuilding with my players. In addition to making your character as in any game, you also have the option of filling in the details of your characters home, what their part of the tower is like, as well as specific locations within the grounds of the school. Further while I have certian themes and events I'll want to play around with, I encourage players to give being a Co-GM a shot. There are a number of ways to go about this, from making secondary characters to serve as antagonists or people in need to serving as a more typical GM for a group, to just working out themes you'd like to explore with me. But the upshot is that I'm still there to GM and back you up (or challenge you). "

Anyway that's all of the groups. And I already have LPS approval. I could lauch a game if it's thought viable here. It was meant to run with a larger playerbase though. I was kinda hoping that with the different ideas bouncing around in this thread that this board would get to be lively again.

Gazkul
05-29-2014, 09:24 AM
would be up for a new RP on a casual basis as working a 5 day week and with the gf the other 2 so bit busy atm :/

sunnyside
05-30-2014, 11:02 PM
would be up for a new RP on a casual basis as working a 5 day week and with the gf the other 2 so bit busy atm :/

Well congrats! Though having a full time job, a wife, and two little daughters is in large part why I do forum games. I just don't have the time for something else.

Though I do have to admit that the crowd here on AF (or at least what we used to have) was quite a different set of players than you'd get in other ways. So that did make it particularly interesting.

Gazkul
06-01-2014, 06:30 AM
aye well, if anything gets off the ground here drop me a line.

sunnyside
06-02-2014, 04:31 PM
aye well, if anything gets off the ground here drop me a line.

Will do. Actually maybe I'll launch this one soon. I'll send out some PMs to see if anybody else would be up to try and revive this board.


Also, the Campus



That the School of Seven Towers came into existance at all is a miracle given that different cultures had to work together to build. While there was some collaboration, for the most part construction was a chaotic blend of uncoordinated efforts. There is no single person who knows the actual layout of the entire campus, much less about the insides of the different buildings.

The dominating features are the huge circular wall, the seven massive towards that are part of it each spaced about three miles apart, and the aquaduct going into the Therian tower on the Northen end of campus. These structures were built by volunteers from the Celestial culture, and they have that gothic sort of look with arches and high vaulted ceilings and they are all made out of a greyish stone. They left the towers quite unfinished in order that the different cultures could complete and furnish them as they saw fit.

Within the circlular wall is the campus green. Most of the planet is a barren wasteland and this area was no exception. Considerable work and biomagic from Therian volunteers went into purifying the water coming from the aquaduct and turning the wasteland into lush fields, patches of flowers, woods, or jungle, alondside small ponds and lakes. The area was quite hilly, and between that and the newly added tress and bushes it is rather hard to see very far in any direction when on the ground.

At the center of the circle is the central campus. This area was largely worked on by volunteers from the Magitek culture, and contractors from the Pactmaker culture(funded by donations chiefly from the peace seeking Celestials). A basic map of the campus is handed out to all students noting the towers and a number of buildings in central campus including the massive Main Lecture Hall, Administration Building, Challenge Field, the Danger Room, the Gymnasium, the Arena, the Workshop, the Library, and the Dining Hall. In the center is the Platform where small Magitek trains head out to the seven towers and the South gate.

However it quickly becomes obvious that there are more buildings than that present in central campus, and further there are structures scattered throughout the campus green that aren't listed on the map.

For external apperances the Therian tower to the North looks to be covered in moss and ivey with a waterfall cascading down through green layers in order to get filtered before the water radiates out through the campus green and eventually into the plumbing for the rest of the buildings. Clockwise from the therian tower is the Wanderlust tower. It's largely been unfinished, however murals and splashes of color are begining to cover its surface. Continuing the circle clockwise is the Bushido culture's tower, which has recently taken the appearance of a huge pagoda. Next is the Celestial tower, which retains the gothic look but they have added arrays of statues and stained glass windows. Next is the Magitek culture's tower. It is a hodgepode of contraptions on the outside, with massive cranes and elevators to lift materials to the higher levels. Between the Celestial and Magitek towers is the southern gate, which is closest to the port to the south and is where most newcomers and supplies enter the school. Clockwise from the Magitek tower is the Pactmaker culture's tower, which has largely been covered over by one way glass, and has a "spikey" appearance due to a great many private airship docks being present. Next is the Netherkin tower. It is also relatively unfinished but a mist generally obscures it from view with ghostly forms swirling around it. People are starting to question the wisdom of concentrating Netherkin in a small area.

Outside the campus to the South is the port, to the North is a settled area where the Therian volunteers have claimed some territory and are in the process of greening and expanding it. And to the east and west sides of the campus a shanty town of sort has cropped up. Origionally these were the workers that constructed the campus. There weren't meant to stay. But the school still has some jobs, the port is becoming popular for trade, and all the quarrying down by the Celestials to make the school ran into a number of silver and copper veins, leading to miners swiftly staking claims once the Celestials moved on. The town is considered rather seedy and, while students could reach it by going out through the south gate or out through any door or window in their home tower, they are discouraged from doing so.

It is known that there are some cities destroyed by MMGs in the great war to the North, but the students aren't encouraged to go there either.


I do believe that's now everything I'd include in a sign in thread. I'd just have to polish and combine stuff.

sunnyside
06-02-2014, 11:16 PM
Gazkul

By the way you've essentially got the whole sign in thread for the game in this thread starting at
http://www.animeforum.com/showthread.php?118008-OOC-RP-Discussion-Idea-thread&p=2798972&viewfull=1#post2798972

If you happen to be interested in providing any comments while I can still freely edit stuff.

Probably also time to put a final post on Nightmarchers. I figure I've got all the epilogues and stuff I'm going to get there. Actually I've got some direction from Esiphas and a few others I should probably flesh out and put in... Anyway that shouldn't take long once I get rolling on it.

Arrisu
06-04-2014, 10:09 AM
I'd be interested to try and help revive the dead rpg forum. (:

Ωmega
06-04-2014, 07:19 PM
So my coworkers talk a lot about that show Once Upon a Time, and a few friends talk about that Ever After High on youtube, so I toyed with the idea of having a Disney game. Players could choose any Disney character they want and choose to stay true to their character or give them a new personality like in Once Upon a Time. Not sure how many people would be interested though

Arrisu
06-05-2014, 08:48 PM
So my coworkers talk a lot about that show Once Upon a Time, and a few friends talk about that Ever After High on youtube, so I toyed with the idea of having a Disney game. Players could choose any Disney character they want and choose to stay true to their character or give them a new personality like in Once Upon a Time. Not sure how many people would be interested though

That could be interesting, but what would be the plot?
Would it be a Villians vs Heroes type of rp?

Ωmega
06-05-2014, 09:51 PM
That could be interesting, but what would be the plot?
Would it be a Villians vs Heroes type of rp?

Basically. But I would allow bad characters to be good, and good characters bad. All characters would live in the same world/area and interact with each other.
The plot would be simple, one of the characters decides they want to be sole ruler of the world sort of thing

Arrisu
06-05-2014, 10:02 PM
Basically. But I would allow bad characters to be good, and good characters bad. All characters would live in the same world/area and interact with each other.
The plot would be simple, one of the characters decides they want to be sole ruler of the world sort of thing

I like it (: It might be fun. It'll be a change from always making new OCs.

Ominous Flare
06-05-2014, 10:39 PM
It'll be a change from always making new OCs.

Speaking of which, I have an idea based on the Fate/Stay Night universe, but instead of just mythical/historic heroes, you're able to choose 'heroic' anime characters as well (like Goku, Natsu, maybe even Yagami Light). I always found it kinda weird that forum RPGs, despite being claimed by some as a form of 'collaborative fan fiction,' don't often have the use of canon characters (as opposed to OCs).

Of course, the idea's kinda ambitious (considering that it allows anime characters from any series, which can get messy quickly), so I'm just throwing it out there to fish some interest. Think I might just start with a small, bite-sized casual RPG first, just to test it out.

Arrisu
06-05-2014, 11:40 PM
Speaking of which, I have an idea based on the Fate/Stay Night universe, but instead of just mythical/historic heroes, you're able to choose 'heroic' anime characters as well (like Goku, Natsu, maybe even Yagami Light). I always found it kinda weird that forum RPGs, despite being claimed by some as a form of 'collaborative fan fiction,' don't often have the use of canon characters (as opposed to OCs).

Of course, the idea's kinda ambitious (considering that it allows anime characters from any series, which can get messy quickly), so I'm just throwing it out there to fish some interest. Think I might just start with a small, bite-sized casual RPG first, just to test it out.

Don't get me wrong though, I love making my own characters too.
Anyways, I'm just happy rping anything really. (:

Ranshiin
06-06-2014, 10:01 AM
I think I'll pass on the Disney one and just wait for sunnyside to set the one he proposed.

Princess Lemon
06-07-2014, 01:01 AM
Ok, I'm back.

College is done and I'm back in Michigan so things are free and less hectic for me. Even if I start doing theatre I'll have time to RP and what not since I don't have classes.

Tomorrow or Sunday when it's not 2AM and I'm dead tired I'll read up on what's been happening.

Since through my skim I'm seeing some ideas and one idea I have is a potential RPG based of Skies of Arcadia. Basically Airships, air pirates, floating islands, mysterious land below the sky. Simple, could be fun and something that is open enough for anyone to really do.

Hubaaaaaaaaaaahhhhh I'm so dead

Ranshiin
06-08-2014, 01:15 PM
I know nothing about Skies of Arcadia except for the level in Sonic Transformed. xD

sunnyside
06-12-2014, 08:10 PM
I've got a crazy weekend. But I think after that some sanity and time might return to my life and so I think I might start things up with the new game sometime next week. So I guess speak up now if you have any major issues.

Infinita
06-12-2014, 10:59 PM
This is perfect! I am glad they made this because I do have an idea in mind and feedback would be nice because I don't want to make an RP that won't be overly popular. I want people to be interested in it. :)
I plan to elaborate more on the ideas that I have but I am going to post the basis of my idea. It's called Dreamcasters.



Takes place in modern day (still working on this part)

There are two groups: Dreamcasters and Dreameaters



Dreamcasters are in terms considered "the good guys". They are innocent lives that are born with this natural abilities and over time, learn to hone them to fight for a battle that they don't know exists.
Dreamcasters can have said abilities: can travel through portals to go to their dreamland, summon and morph aspects of their dreams, summon and control aspects of their dreams, summon their dreams (There are more abilities to come)
Dreamcasters thrive on the well being of their dreams. Their soul is interconnected with their dreamland, if it were to be damaged or corrupted in any way, it alters the person's body, mind, spirit and soul.




Dreameaters (still thinking of a better name) are in terms considered "the bad guys". They are lives born in some sort of traumatic, horrific, terrible, any kind of terrible event and this leads to their abilities developing in toxic ways.
Dreameaters can have said abilities: destroy dreams, poison dreams, travel through portals into their dreamlands, decompose dreams (There are more abilities yet to come)
Brief history: Many eons ago, a secret society believed that dreams were the root to a person's soul. The society had been founded to research and discover how and why dreams become so deeply rooted into the core of one's being. Each of the founding fathers had their own unique born abilities. One founding father knew that to discover the origins of their dream abilities lay within the third eye. It was said to contain supernatural abilities that enhanced the dream factor in one person's blood. They had discovered that over time, when the dream factor would increase within their blood, a ring of special colour would appear around their iris. Each founding father had their own ranging from ruby red to yellow gold. Over time, one founding father believed to go beyond the humane limitations of their research procedures. The society casted him out and exiled him to lands unreachable by man. In present day, dream casters live among men, unidentified unless by other dreamcasters as the colour around their pupils can only be seen by those of the same blood.


I do have a plot but I feel that it needs more development and thought before I post more of it on this thread as well as the abilities and the history do need more thought as well.



What do you guys think? :3

Albear
06-13-2014, 01:28 AM
Infinita
Thanks for showing me this. Hmmm.... dreams can become complicated.... But I really like the premise. It seems like being a caster is easier to RP than the eaters, which seems more complicated. So far, looks like it would make a pretty nice rp.

Infinita
06-16-2014, 08:55 PM
Infinita
Thanks for showing me this. Hmmm.... dreams can become complicated.... But I really like the premise. It seems like being a caster is easier to RP than the eaters, which seems more complicated. So far, looks like it would make a pretty nice rp.

Thanks! :) I definitely need to elaborate more on both groups. Once I explain the abilities better, it will definitely be easier to play as either one or the other. I am putting my ideas together and going to organize them. I don't have a time limit as to when I want to get this started but once I post more ideas, I really want to know if people would be interesting in taking part in it. :3

KingKazma77
06-20-2014, 06:26 PM
So anyways, I have a rp idea that we are all people at an anime conventions and get transported into a world full of monsters. But we get turned into our cosplay. Say if I cosplayed as a pickachu, I would turn into one.

My OC is gonna dress up as King Kazma from summer wars.

Cross Avantgarde
07-10-2014, 05:41 PM
Firstly, let me give a shout out to the proposed ideas so far. I’d like to submit an idea as well and welcome any and all suggestions.

I’m thinking of calling this one “Trilemma” (3 tough choices, a word coined by the English pastors Henry and Watts and stolen by yours truly).

Time Period: It will mirror the Early Medieval period (c. AD 400-1000) but in a different world.

World: An unknown continent called Kierkagel (KEER-kah-jul) which belongs to a larger, unnamed world. The continent will be divided into three parts: The Kingdom of Whinfell, the Kingdom of Thyst, and the Dominion of Kalveran. Whinfell and Thyst were the indigenous kingdoms on Kierkagel, and the Dominion of Kalveran is composed of invaders that are constantly being reinforced on the east coast via the sea. If this RPG gets off the ground, I’ll certainly be drawing a map.

Story: The kingdoms of Whinfell and Thyst were united for centuries until just three years prior to the beginning of the RPG, forming a united kingdom that simply went by the name Kierkagel (the name of the continent). When the late King Donovan passed, a faction of dissenters who preferred to be independent arose almost exclusively in the southern part of the continent. The northern part of the continent was primarily comprised of individuals loyal to the crown. The southern part of the continent took the opportunity of the king’s passing to form their own kingdom, the Kingdom of Thyst. The Kingdom of Thyst took as its official crest the same emblem as the Kingdom of Kierkagel, a hart (deer), yet the hart on the Kingdom of Thyst’s crest was silver whereas the Kierkagelian hart was black. The northern part of the continent had no choice but to form its own kingdom with the remnants of what was left after the dissenters formed the Kingdom of Thyst. Thus, the northern Kingdom of Whinfell was formed, and it kept the crest that belonged to King Donavan: a black hart.

Naturally, the kingdom of Whinfell is fighting to put King Donovan’s son of 16 years of age, Donovan II, on the throne in control of the whole continent, while the southern kingdom prefers to put the late King Donovan’s first cousin, Count Renier (RIN-ee-aye), on the throne, stressing that his superior experience and age (43 years old) make him the superior leader. Furthermore, Count Renier was born and bred in the southern part of Kierkagel, which only increased his standing amongst the Thystians. Stress over the future of Kierkagel almost led to a civil war, and was ironically only stopped by a force that appeared just 1 year before the beginning of the RPG: the Dominion of Kalveran.

Forces of strange warriors who had a penchant for wearing animal masks during battle seemed to ceaselessly appear on the east coast. With rapacious advances into the western parts of the continent, these warriors seemed intent on taking over the entire continent. Within 1 year, roughly one fifth of the continent is snugly under their reign. The citizens of Whinfell and Thyst must now decide whether to ignite a War of the Harts between themselves or to unify and oppose the threat of the Kalverans. If they unify, it is likely that one side will suffer more during the war, leaving them vulnerable to attack from their once-allies. This fear is very present in the mind of the Thystians and Whinfellians, and keeps them from unifying on the spot, as well as an ample amount of hatred that has grown between the kingdoms in the 3 years of unrest following the death of King Donovan.

Prompt: Basically, you will pick either the Kingdom of Whinfell or Thyst as a background for your character. You can choose to be a noble, a soldier, or a mercenary in the conflict. A noble will have commanding power but less fighting expertise, a soldier will have great fighting expertise but will be honor bound to follow the nobles’ command (refusal to do so will make living a difficult exercise, but it is possible), and mercenaries will have great fighting expertise and freedom to disobey some orders but very little trust from the nobles and their fellow soldiers as to where their allegiance lies. By forming groups of individuals in this world, you will have a direct impact on what happens to the Kingdoms of Whinfell and Thyst and the Dominion of Kalveran. (I don’t think I’ll let anyone be Kalveran at the beginning of the RPG for the sake of clarity and ease). Will you fight to unify the kingdoms into a reborn Kierkagel, or will you ally with the Dominion to overthrow your hated enemies and carve out a place for yourselves in the new order that follows? Will you choose to do neither and simply try to play the opportunist to rise to power in the midst of all the conflict? (I’m going to do my best to create plausible outcomes in light of your decisions).

The third option is to be a member of the Church. As a member of the Church you may choose to try to unify Kierkagel, encourage one of the kingdoms to be independent in order to subdue the other, or to simply act to take care of the downtrodden and wounded in these troubled times. Of course, you may also choose to be an opportunist in the Church and use the conflict to fatten your purse and increase your status, but doing so may put a target on your back from individuals just like you. Members of the church will have more influence over the kingdoms’ nobles than soldiers or mercenaries, but will have very little fighting expertise. Members of the Church may also pick up a sword to fight for what they believe in if they so choose.

I will give additional details as to the “heroes” of the respective kingdoms and other noteworthy individuals. Here I just want to stress that you have the choice to affect this world in many different ways, and I’ll strive to ensure that the results in the world are plausible in light of your choices. To drop one major hint, I’ll be using attacks from the Kalverans to force the players to choose to fight with or against a given kingdom. For example, if a town in the Kingdom of Whinfell is under attack and your character serves the Kingdom of Thyst, then you will have to choose to allow your character to aid the Whinfelliam town, to let it fend for itself, or to contribute to its ruin. Again, I want the choices of the players to truly affect the outcome of the entire RPG, and I want the choices to be rather difficult, even to the point of being ethical dilemmas (hence the name). It’s a bit of a lofty goal, and that’s why I’m submitting it here for criticism first. I personally think it might already be a bit complex and convoluted, and may call for heavy revisions. If so, what revisions do you all suggest? Thanks in advance.

noelynn1995900
07-14-2014, 12:29 PM
I like all of these ideas so far, especially Infinita and Cross Avantgarde's ideas.

Infinita, I think that Dreameaters isn't too bad of a name for the "bad guys". It's suiting for them in my opinion.

sunnyside
07-15-2014, 11:05 AM
So anyways, I have a rp idea that we are all people at an anime conventions and get transported into a world full of monsters. But we get turned into our cosplay. Say if I cosplayed as a pickachu, I would turn into one.

My OC is gonna dress up as King Kazma from summer wars.

The bunny looking guy? I may be bothering you about joining my game if you don't start up your own.


I like all of these ideas so far, especially Infinita and Cross Avantgarde's ideas.

Infinita, I think that Dreameaters isn't too bad of a name for the "bad guys". It's suiting for them in my opinion.

You two should take that as a sign to get your games going soon. Noelynn is a lot of fun if you can catch her!

Tetsanosuke
07-15-2014, 01:00 PM
@Cross Avantgarde (http://www.animeforum.com/member.php?13721-Cross-Avantgarde)

I applaud your idea, and given a well interested group it looks to have a good chance to thrive. Even without many revisions.

My question regards the supernatural elements of the world. Is their a magical element, and if so what level? Low, moderate, high?

From what I read the main focus of the setting is the gritty reality of feudal conflict. I see how it serves as a good medium to the ethical dilemmas which seem to be the backbone of this sort of game. I just wanted to see if the scope around it involved magic in any form.

/ curiosity.

Ranshiin
07-15-2014, 06:25 PM
Is there any news on your RP, sunny? Just curious, it's been quiet here for a long time.

sunnyside
07-15-2014, 11:23 PM
Is there any news on your RP, sunny? Just curious, it's been quiet here for a long time.

Aside from perhaps proofing it again (probably a good idea) it's all in a file ready to paste into a sign in tread. All together it's rather a lot (9,241 words) but I try to use a lot of spoiler tags and indicate you don't have to read anywhere near all of that before making a character and getting started.

I was kinda hoping some other games would launch to liven things up a bit first, or be ready to launch. But perhaps I should just start the thing before the situation is even worse.

Infinita
07-21-2014, 10:38 PM
That's awesome! It's great to hear that other people would be interested in participating in my RPG. I have been working on it. Not as of late because I have been away from my laptop or too busy. I have the ideas, I just need to develop them a bit more and type them up really. Expand on some and place more thought into others. Time is the only issue at the moment. I think I just need to manage it better. I will post tidbits here and there to see what people think. I would love to have a second opinion because there may be something I could have overlooked and a second perspective never hurts. I will attempt to get mine running at the latest in September. That's a soft deadline I would like to put out there. August will be another busy month as I have family from out of the country visiting but my laptop is always nearby. I may just be lurking and working on my RPG. :3

Cross Avantgarde
07-22-2014, 01:05 PM
noelynn1995900
Many thanks; I’m rushing to polish it, and finding that haste often makes waste. I’m trying to be diligent in making it stronger.

sunnyside
Absolutely. I want to get another RPG out there in tandem with yours. I know it’s not too late to vivify this place.

Tetsanosuke
I don’t take your words lightly, and very much appreciate your input; I enjoyed being in the same RPG as you some time ago, and would be honored to have you join my humble addition. I want to sharpen the focus of the whole thing in order to give the players a focus, and I really want to make some ethical dilemmas feel real in the world they’re participating in. As for the magical aspect, I think I’m going to have to take the much less popular route (I’m speaking in terms of the majority of RPGs, not just in this forum, mind you, and I think many would agree) of not including magic. This is certainly not a criticism of the RPGs that do use magic, as I have been a participant in plenty of them! I feel that this choice to not include it may make situations and decisions made in the game world more desperate, and that’s what I’m going for. If I have players truly feel some disequilibrium or hesitation before they make choices, I will have accomplished my major goal, and hopefully that means that the players will care about the outcome of the game. Thanks again for your remarks, and I hope I’ve adequately explained my decision to not include magic. Feel free to ask anything at all (that goes to anyone, as does the following).

Work has been a bit hairy as of late, which is rather rare for this time of the year. I believe it’s going to take some time before I can fully polish the finished product, but it’ll be submitted asap to LPS. Thanks again to all who have given it a glance over.

Flying Cakes
07-25-2014, 12:33 PM
Hello, I'm new here. I bring a game idea I made a few years ago. It's not really an RPG but more of a game where you "battle" other players in forum through the use of private messages.
Each game has 4 anime characters assigned secretely to forum members who registered in the game. Each has 3 abilities and 1 special ability. They can use 2 of them each day. The objective for each character is to kill the others and be the last one alive. There are also bots assigned to each character and some characters can use them with their abilities. I don't know if I explained it right since I'm not that good at exposing ideas. I'll leave here an example of a character:

http://i263.photobucket.com/albums/ii155/Itimon/Animebattle/Natsu.jpg

Karyuu no Tekken: Kills the target
Guren Karyuuken: Protects himself for 3 hours and burns another player for 12 hours. If this players is nullified by Karyuu no Houko he dies
Happy: Nullifies one ability of the targeted character for 12 hours

Special Ability (Karyuu no Houko): Kills 2 players and nullifies all others for 3 hours


This may seem a little confusing, but once you see it in action you'll understand better. I used to play this on another forum, but unfortunately that forum became too inactive.
There are currently 45 characters to play with. So, what do you think?

Cross Avantgarde
10-03-2014, 02:54 PM
This may seem a little confusing, but once you see it in action you'll understand better. I used to play this on another forum, but unfortunately that forum became too inactive.
There are currently 45 characters to play with. So, what do you think?

I like the idea of PMs playing a role in things, but I'm afraid I'm getting a bit lost concerning how skills factor in. I totally agree that it's probably one of those games you quickly learn by playing, and it sounds interesting.

As for my proposal, I'll upload a map of Kierkagel (the world in which the RPG takes place) soon. I'm afraid to say that January will probably be the earliest to get the RPG polished, and March may be more realistic.

Cross Avantgarde
11-29-2014, 07:51 AM
Semi-bump.

Semi-request for feedback.

I have provided the map. The corresponding colors are described on a house-to-house basis below. (Think of the House of Lancaster and the House of York during the War of the Roses in England; that might give you a good idea of the area you rule if the map does not). Also, you might note that the lines in the Kingdom of Thyst are straight while the rest appear older and less precise. This is based on the same principals as newer nations in the world (and newer states in the US as well); more modern states/countries are designed with more precise boundaries as opposed to ancient ones that were based on trade, culture, etc. Just a small note. The map is attached for your reference.


Kingdom of Whinfell:

House of Ikton. Crest: Two Stars. Area: Dark Blue. Known as the industrial center of the Kingdom of Whinfell, this area is known for its rapacious production of armaments including swords, bows, arrows, armor, and saddlebags for warhorses. Armaments from the area controlled by the House of Ikton are known to be the best in all of Kierkagel. Interestingly, the House of Ikton is much less hostile towards those from the Kingdom of Thyst, likely due to the extensive trade that existed for centuries between the houses of Ikton and Nerrian.



House of Brallen. Crest: Bear. Area: Red, bordering the land controlled by the Kalverans. The area controlled by the House of Brallen is widely known as being the most fertile. Dubbed “the breadbasket of Kierkagel,” the House of Brallen controls and exports roughly 45% of all the wheat and other crops in Kierkagel, making it the largest food producer by far on the continent.The fact that this land borders the Kalverans has led to much debate over the need to protect it from the enemy or face widespread starvation.



House of Koure. Crest: Wolf. Area: Light blue. Almost 45% of all the coal to be mined in Kierkagel is housed in the mountains belonging to the House of Koure. This makes this area the energy hub of the entire continent, as its coal is exported as a source of fuel (necessary for cooking, warmth, and lighting) to each corner of Kierkagel.



House of Morrse. Crest: Wildcat. Area: Burgundy. The plains belonging to House of Morrse are an ideal area for hunting wild game. Though the crops grown in the House of Brallen’s territory are essential, the desire for meat will always be high in Kierkagel, making these lands indispensible. Further, the pelts of the wild game are used as clothing and work materials, making trade between the House of Ikton and Morrse a deeply ingrained activity that goes back to the Kierkagel’s earliest recorded history.

Kingdom of Thyst:


House of Nerrian. Crest: Red Rose. Area: Yellow. The mines belonging to the House of Nerrian contain more metal than all the other areas of Kierkagel put together. This has historically led to a strong trade partnership between the Houses of Nerrian and Ikton. This was, of course, before the south became the Kingdom of Thyst, taking the House of Nerrian with it. Of all the houses in the Kingdom of Thyst, Nerrian is the one that is most sympathetic to the Kingdom of Whinfell, and seeks reunification.



House of Varro. Crest: Hawk. Area: Tan/beige. With its extensive shorelines and excellent, state-of-the-art ports, the House of Varro is a nutritional nexus that provides seafood to the entire Kingdom of Thyst. Rumor has it that it is also constructing a sizeable navy, but this has not been confirmed. If it is true, then that navy could spell disaster for the largely unguarded ports of Whinfell or, if the tides turn, the Kalverans.



House of Sarnne. Crest: Fox. Area: Green. The House of Sarnne has the most renowned physicians that Kierkagel has ever produced. Not only are physicians in abundance here but also chemists who make the finest remedies known to Kierkagel.



House of Gavro. Crest: Open Book. Area: Lavendar. Learning and spirituality. The scholars who largely reside in Gavro have chronicled the entire history of Kierkagel in their meticulous, detailed books. Even during harsh winters the scholars would take their ink wells close to the fire just to keep writing. Over time their education branched out to include not only just history but theology, science, and mathematics. Not surprisingly, if there is any new invention to be found in Kierkagel, chances are very high that it originated from Gavro.

The Church: The Church has served as mediator between warring factions of Kierkagel for centuries. With its emphasis on forgiveness and grace, many a war has been avoided due to ecclesiastical intercession. However, as the church has grown individuals who place spirituality much lower than personal gain have arisen to places of prominence, and gladly abuse the Church’s power for selfish benefit. The Church’s power to mediate has never been more important, but it is clear that there are those in the Church who simply want to see either Thyst or Whinfell destroy all rivals and emerge supreme and uncontested in a new world.

Kingdom of Kalveran: Crest: Unknown. Area: Black. This is the land that has been captured by the Kalverans so far. The choices of the players of this RPG will determine how much more land is captured.

Alright, that’s it for the land distribution. For character designs, you would have to pick a House to join, which would automatically make you a Whinfellian or a Thystian.First choice will get first pick, of course. Each character will control the house you pick, and as you do so you will choose to drive Kierkagel to unification or separation. Whatever choices you make will greatly affect the outcome of the game, and whether the Kalverans win or lose. I will tell you how the major choices affect future battles by using a percentage system concerning the outcome of battles. Again, as I stated in my first post, I want to make you feel the tension of having to make large choices, and to give you total ownership over your individual ruling houses. Up to 4 people can be members of the Church, and you will have an influence over the houses of Kierkagel. Right now I am not allowing anyone to control Kalveran.

Any thoughts, or is this bird just about ready to fly?

Tetsanosuke
11-29-2014, 08:55 AM
Semi-bump.

Semi-request for feedback.


House of Gavro. Crest: Open Book. Area: Lavendar. Learning and spirituality. The scholars who largely reside in Gavro have chronicled the entire history of Kierkagel in their meticulous, detailed books. Even during harsh winters the scholars would take their ink wells close to the fire just to keep writing. Over time their education branched out to include not only just history but theology, science, mathematics, and science. Not surprisingly, if there is any new invention to be found in Kierkagel, chances are very high that it originated from Gavro.
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Any thoughts, or is this bird just about ready to fly?

It seems like you have a small redundancy here. Just thought I'd bring it to your attention.

If each player is controlling a "house", are we making the 'families' up? Possibly with small descriptions of the people in power therein?

Cross Avantgarde
11-29-2014, 09:02 AM
This is precisely the kind of feedback I need, thanks! Yes, not only is it redundant, but it is ironic that it happened in reference to the educated house. I'll edit it immediately.


And absolutely; though "house" will signify a family's surname, it goes along with the territory that you will control a vast amount of land seen on the map, and will have a center of operations that will be located in a mansion. I should have included that.


I fully welcome you to make any powerful families up in your respective houses. Perhaps there are some influential players in each house that you would like to play as. For example, you would be ______ Gavro if you controlled the House of Gavro, but you are more than welcome to create other influential members of the house. And this will go for all houses: you are free to make your qualities/traits any way you see fit. I only ask that each player notes the chief industry/economy and traits I provided in the description. As for the course your house will take, that choice is completely up to you.


I'll go ahead and give this much away: the RPG will start with a council in the south that will be discussing reunification and how to deal with the Kalverans.


Thanks again, Tetsanosuke.

Tetsanosuke
11-29-2014, 09:10 AM
You are quite welcome.

I imagine one will need to write from a different perspective than the normal single-character driven style of most Forum Rps, being able to include reasoning and background for choices on a political and economic level. That's the "read" I'm getting from your description.

Cross Avantgarde
11-29-2014, 09:22 AM
Precisely. I want the decisions to feel real enough to cause a good bit of reasoning to take place before a choice is finally made. I think this may give players a feel of ownership over the outcome of the game. At the same time, I do want interactions between houses (negotiated between individual players) to operate on a level that reflects a lot of RPGs, but choices that affect an entire house should take many things into consideration. I will openly show the percentage possibilities for certain choices' success or failure, and will use dice to determine the outcome. This is to leave the game open to chance just as much as it is open to decisions that either increase or decrease chance.


It sounds convoluted, but miniPhil's last excellent RPG was very similar concerning his dice system. If memory serves, we were in that RPG together; I'm almost certain of it before searching.

Tetsanosuke
11-29-2014, 10:18 AM
Precisely. I want the decisions to feel real enough to cause a good bit of reasoning to take place before a choice is finally made. I think this may give players a feel of ownership over the outcome of the game. At the same time, I do want interactions between houses (negotiated between individual players) to operate on a level that reflects a lot of RPGs, but choices that affect an entire house should take many things into consideration. I will openly show the percentage possibilities for certain choices' success or failure, and will use dice to determine the outcome. This is to leave the game open to chance just as much as it is open to decisions that either increase or decrease chance.


It sounds convoluted, but miniPhil's last excellent RPG was very similar concerning his dice system. If memory serves, we were in that RPG together; I'm almost certain of it before searching.

Quite right, and it went decently well. Though it didn't play out completely.

I'm no stranger to Game Master/Story Teller arbitrated games involving dice rolls. I'll be playing Pathfinder after typing this actually. But we have a somewhat different crew in the forums at present, hopefully folks will be open to the differences.

ELR
12-04-2014, 09:20 AM
This may be way late but am very curious on how an rpg would flow if it was sort of odd like one such as dot hack where people get stuck in The World or like Final Fantasy where a group has 1 common goal... thoughts?

sunnyside
12-05-2014, 04:14 PM
We could really use some more games to liven up the place. So my general advice is go for it!

Now, like 90%+ of the games on AF die fairly quickly, and at the moment the forum is on the verge of dead. For a while before Seven Towers there weren't any games going at all. So the odds may be especially bad now.

But you don't know, your game could do great! Plus it's fun to create games, have people signing up, and to play a little. So even if your game doesn't beat the odds, you've still had some creative fun! So why not!

...actually, that's rather like my dating advice. :P


like Final Fantasy where a group has 1 common goal... thoughts?

While that is rather the default for tabletop RPers, the AF crowd has historically been shockingly bad at that sort of thing (the focused common goal bit, I bet plenty of people here know and liked at least one of the Final Fantasy's). However I think we've got a few tabletoppers lurking about these days. So maybe the time is now?


Semi-bump.


It seems like you've got the pieces together. And these days you don't even have to go through the approval process.

I still have no idea how your particular game would actually work, in a post by post sense, but so long as you do maybe it could be great!

ELR
12-05-2014, 05:01 PM
sunnyside
Well, didnt know if I shojld try or not so best for opinion before posting. Last one I gm for died aftrr page two, only 1 other person was actually playing but was slowly disappearing from it. Know yours is doing good, people are taking their time getting their thoughts together and/or dealing with life. Lol even I am with caring for basically a house of 8 plus animals. I shall see what I can do then in spare time of getting it up then. Actually messaging while doing dishs. Shhh :tongue:

bellz
12-19-2014, 12:36 AM
Is anybody up for a Naruto or Bleach RP?
(or anything like the two)

ELR
12-19-2014, 07:21 AM
Interesting thought... As sunnyside said before, go for it!

Cross Avantgarde
12-21-2014, 07:57 PM
ELR: It can certainly work. I think the biggest challenge will be getting a playerbase large enough for the RPG, but after that I think it could really work.




bellz: Yes, I think that would work. Again, getting the playerbase may be the biggest hurdle to jump, but that idea can certainly fly.

Tetsanosuke
12-22-2014, 12:47 PM
I've been thinking about trying to put together a play-by-post game that uses rules like GURPS, albeit simplified. It would be based on the world of the Fallout series, and probably take place a bit after Fallout 3 chronologically.

Forseen problems include keeping the group small enough to manage die rolls, while keeping the game going. 3-6 players might be the threshold, and the latter may be pushing it.

Another problem is making sure people understand how to apply their mechanical choices and how to approach die rolls. There are a few sites I have in mind, or I could completely arbitrate the rolls, but each choice has its pros and con's.

Yet another issue would be how I'd have to start the entire group in similar circumstances. Obviously someone who has trailblazed the wasteland would be more fit and knowledgeable than someone just leaving a Vault. Unless the player pool didn't mind a power difference. Even then it would involve more work on my part to bring forth challenges.

Additional concerns: While a GURPS framework might make it simple in some ways, I have very little experience with the deeper mechanics of the game, and would be depending on only a few mechanics. All of this also means that all characters would be humans, possibly Ghouls or Supermutants if people know the setting enough.

I was also debating trying to run a pathfinder game with some similar possible concerns. To mitigate a lack of player knowledge I would build pre-made character statistics so the small group could request personal changes if they wanted. When stats are out of the way people can apply character to it.

The overarching concern would be, that after break ends I'll be back in class, working and nursing an ongoing internship. Time would be limited again. Hence my concern.

Cross Avantgarde
12-22-2014, 03:59 PM
Tetsanosuke: This is probably an opportune time that is ripe for small groups in an RPG. It would be my first use of a GURPS system, but as for the fear that players might not understand the mechanics, that knowledge might come from participating much faster than from just reading the explanation. In other words, I think some experience in the RPG itself would remedy any misunderstandings. I've got a limited knowledge of the Fallout series, but I'd love to see this fly. Time is always a constraint, but perhaps it would be easier with a smaller group to keep up with posts?

ELR
12-24-2014, 11:20 AM
Cross Avantgarde Thanks, for my idea though wont require a very large amount of people as it would a watchful eye on every situation and being able to NPC the necessary person or thing around each person to make it small, entertaining, unique, and challenging. With a smaller group you can have easier group discussions, more likely to agree upon a set goal, coordinate ideas, and conquer own unknown with less things split. I think it would be entertaining do to each persons personality, learning about the 'lands history', different ways to see each and every thing, and opening multiple doors to many possible land viewings not noted down. I believe it will be unique because the stories to be told may be similar to others but hold their own flavor of adventure. And I say challenging because I like giving as much challenge as I am given, different creatures to encounter who may give weakness or strength to each given person, and sometimes things aren't always as they appear at first glance.


Tetsanosuke Sounds like a project to work upon. It could bring warmth to this somewhat desolate place.